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Octahedral impostors (WebGL) Single quad, 1024x1024 texture resolution The intention, of course, is to serve as an LoD and not to be viewed up-close The bake happens in-engine and is fully runtime capable. Bake includes full G-buffer: normals, ORM, albedo, depth Bake parameters: atlas texture resolution - how big...

35,695 views • 5 months ago •via X (Twitter)

5 Comments

Fabrice NEYRET - pro's profile picture
Fabrice NEYRET - pro2 months ago

Surprisingly good interpolation ! With my colleague Eric Bruneton in our EG'11 paper "Real-time Realistic Rendering and Lighting of Forests" we did it on trees (even close up) by iterating on the images+Z . video (at 1'22):

Alex Goldring's profile picture
Alex Goldring2 months ago

Read your paper, many many years ago now, one of the first references for this technique in fact. Thank you guys!

Rob Whitehead's profile picture
Rob Whitehead5 months ago

Loved this technique in UE5, thanks for porting it into the web ecosystem!

kitta's profile picture
kitta5 months ago

Nice fake! How many angles you needed here? Seems like it support full hemisphere view?

Alex Goldring's profile picture
Alex Goldring5 months ago

Thanks! The number of angles is configurable, here it was set up with 16x16 frames in a hemisphere, so 256 total angles. The trick is blending, that is - we interpolate across not just a single frame, but 3 nearest frames.

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