Wrote a first grid-based sdf generation. 12 seconds for 1M5 triangles on a single thread for a 100x100x100 grid (1M points). Already quite happy with it as it's in the realm of "usable". The model was also a bad fit for the algorithm.
I was surprised not to find a mesh-to-sdf lib in rust, so I built my own with a visualizer, which also acts as a voxelizer. I wasn't sure what the state of the art was in this area (apart from a deep-learning approach), so I did my own thing.
A bit bruteforcy, but enough for my needs. I'll write a grid-specific version since that's my main use case and there's room for much faster than my current implementation.
I'm calling it. Samplin' Safari version 2 is out! This is my small research-oriented tool to visualize and interactively inspect high-dimensional random points (as used for e.g. Monte Carlo #rendering).
Reminder that paper submissions for i3D 2024 are due the 5th of January. I am also seeking sponsors. If you aren’t in a position to approve sponsorship yourself, I’d be more than happy to email your company if you can provide me with a contact point 😁 https://i3dsymposium.org/2024/#i3D2024#graphics#gpu#rendering
I found this slide deck which is a great resource on getting started with #UE5's RDG, for those of us used to #UE4's RHICommandList way of doing rendering.
@sebastianlague latest video made me want to try his spatial grid algorithm. I've been wanting to try gpu-based spatial partitioning for quite a while and Sebastian's explanations are really nice to follow and wrap one's head around the concept.
But first, particles!
🧵 Paper 2/2 introduces a novel approach to #rendering#reflections in real time that combines the radiance probes of an existing diffuse global illumination framework (GI-1.0) and denoised ray-traced reflections.
Blender aficionados will be pleased to read that the EEVEE Next renderer with Screen-Space Global Illumination is now available in the latest alpha builds.
Be sure to open the Preferences and check Interface ➔ Developer Extras, then Experimental ➔ EEVEE Next to activate it.
What magic did the Studio team use to make 'Wing It!' look so charmingly cartoony? 🖍️ Technical Artist Simon takes you through the process. The first article of a series explaining what goes on behind the camera, so to speak.
Ready? Go! ▶️