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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 次观看 • 5 个月前 •via X (Twitter)

5 条评论

Fabrice NEYRET - pro 的头像
Fabrice NEYRET - pro2 个月前

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 的头像
Alex Goldring2 个月前

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

Rob Whitehead 的头像
Rob Whitehead5 个月前

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

kitta 的头像
kitta5 个月前

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

Alex Goldring 的头像
Alex Goldring5 个月前

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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