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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 Aufrufe • vor 5 Monaten •via X (Twitter)

5 Kommentare

Profilbild von Fabrice NEYRET - pro
Fabrice NEYRET - provor 2 Monaten

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):

Profilbild von Alex Goldring
Alex Goldringvor 2 Monaten

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

Profilbild von Rob Whitehead
Rob Whiteheadvor 5 Monaten

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

Profilbild von kitta
kittavor 5 Monaten

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

Profilbild von Alex Goldring
Alex Goldringvor 5 Monaten

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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