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Introducing Texel Splatting: Perspective-Stable 3D Pixel Art open source paper+code Most 3D pixel art techniques (e.g. t3ssel8r, ProPixelizer) snap pixels to a screen grid, which only works with an orthographic camera Texel splatting solves this for perspective cameras: first,
112,910 просмотров • 7 месяцев назад •via X (Twitter)
Комментарии: 20

the scene is rendered from fixed-origin cubemaps. then, each cubemap texel is splatted to a world-space quad each quad is expanded to fill disocclusion gaps

during movement, the fixed origin is snapped to a world-space grid to make transitions smoother, blend from the previous cubemap with ordered dithering the webgpu demo achieves 240fps on an RTX 4090, 40 fps on an iPhone 15 try it:

cool stuff bro! are you open to donations via github? would love to support this bro

thanks a lot! i added a sponsor link

Those jaggies are nasty tho. Where does the undersampling happen? Isn't this a screen space technique?

The lengths people will go to to avoid using voxels are truly phenomenal.

@Scobleizer Long ago, ‘neath the sun, lived a folk who had a dream… *stones*

Can this jagged edge be fixed?

@e0syn

This is extremely useful to me. What license does it have?

open source (MIT)

Cool stuff!! Interesting to see different ways dithering is used

I think my main problem is you can see the pixel transition which makes the movement very "noisy" or "dithery". 🤔 If it was a character or something, their face would look like mush in motion I think.

this literally isn't pixel art

super interesting!

Amazing stuff!

Reminds me of the good ol' PS1/PSP/PS2 days.

@ID_AA_Carmack John, is this cool?

stunning

Looks nice!
