governa, to foss
@governa@fosstodon.org avatar
llemarie, to GraphicsProgramming
@llemarie@mastodon.gamedev.place avatar

Quick renders of the Sponza scene as voxels of arbitrary shapes (spheres for now).

image/jpeg
image/jpeg
image/jpeg

aeva,
@aeva@mastodon.gamedev.place avatar

@llemarie omg I love it. also "fractxels" made me think "fractal element" aka a sponza made of sponzas

llemarie,
@llemarie@mastodon.gamedev.place avatar

@aeva I do have plans for that. I already support multi-level instancing, so in theory it's not much work.
Then it would look like this (: https://fosstodon.org/@tylermorganwall/112201808515391782

jbzfn, to GraphicsProgramming
@jbzfn@mastodon.social avatar

⚡Lavapipe CPU-Based Vulkan Driver Implements Ray-Tracing Pipelines | Phoronix

「 Mesa's Lavapipe driver as a software (CPU-based) implementation of the Vulkan API has now implemented support for ray-tracing pipelines 」

https://www.phoronix.com/news/Lavapipe-RT-Pipelines-Mesa-24.1

ProjectPhysX, to GraphicsProgramming
@ProjectPhysX@mast.hpc.social avatar

How realistic can a #CFD simulation be? Here is a 1 billion cell #FluidX3D simulation of an impacting raindrop, fully raytraced in 8K. FluidX3D contains state-of-the-art volume-of-fluid and surface tension models for highly accurate free surface simulations. Combined with my own #OpenCL #raytracing engine, results are rendered on-the-fly at resolution as large as remaining #GPU VRAM can hold. 🖖😋💧📺
https://youtu.be/MmLNQIW_Sic
FluidX3D is on #GitHub: https://github.com/ProjectPhysX/FluidX3D

gpuopen, to GraphicsProgramming
@gpuopen@mastodon.gamedev.place avatar

🎇 We've integrated glossy reflections rendering into GI-1.1, based on our research "Real-time of Glossy Reflections using Ray Tracing and Two-level Radiance Caching" 🎇

https://gpuopen.com/learn/gi-1-1-glossy-reflection-rendering/?utm_source=mastodon&utm_medium=social&utm_campaign=capsaicin

Our latest blog explains how radiance probes are combined with low-rate, denoised for an efficient, high-quality solution in real-time apps like games.

sekenre, to random
@sekenre@fosstodon.org avatar

I made some noise!

Value Noise that is...

#HareLang #Raytracing #recreationalprogramming

oblomov, to ascii
@oblomov@sociale.network avatar

The new frontier: ray-traced ASCII graphics.

itnewsbot, to RaspberryPi
@itnewsbot@schleuss.online avatar

The Juggler: In Rust - Back on the theme of learning to program by taking on a meaningful project — we ha... - https://hackaday.com/2024/03/04/the-juggler-in-rust/

DjoulTheWolf, to gentoo French

OK, j’ai +10 FPS en moyenne sur #Cyberpunk2077 #Phantom Liberty, #RayTracing activé, sur #Gentoo #Linux, via #Lutris et #GOG, juste en passant #Mesa en version 24.0.0. Que je suis content d’être passé depuis quelques temps sur une carte graphique AMD ! 🤩 C’est du bon. 😁

DjoulTheWolf,
DjoulTheWolf,
itnewsbot, to zxspectrum
@itnewsbot@schleuss.online avatar

A ZX Spectrum Raytracer, in BASIC - [Gabriel Gambetta] knows a few things about ray tracers, being the author of Tiny ... - https://hackaday.com/2024/01/26/a-zx-spectrum-raytracer-in-basic/

LaurentFr, to random French
@LaurentFr@piaille.fr avatar

J'ai commencé "The Ray Tracer Challenge", c'est un livre expliquant pas à pas comment écrire un moteur de #raytracing.
Le livre permet d'implémenter le programme dans le langage que l'on veut, c'est du #testdrivendevelopment avec les tests permettant de valider les différentes fonctions , ainsi que quelques algorithmes en pseudo-code.
A la fin de chaque chapitre il y a un petit programme supplémentaire à écrire mettant en application ce que l'on vient de coder.

Un exemple du contenu du livre avec une série de tests sur l'implémentation du calcul sur les couleurs

LaurentFr,
@LaurentFr@piaille.fr avatar

J'en suis à peu près au milieu du livre, j'ai maintenant la notion de scène ("world"), de lumière, de caméra et la gestion des ombres.
Pour l'instant il n'y a que des sphères et pas encore de réflexion/réfraction , ça vient dans les prochains chapitres !
#raytracing

Un sol et deux murs perpendiculaires (en fait des sphères applaties), 3 sphères bleu/vert/orange. Il y a des ombres projetées sur les sphères, le sol et les murs

LaurentFr,
@LaurentFr@piaille.fr avatar

Chapitres 9 : les plans et chapitre 10 : les motifs. J'ai des carreaux, des rayures, des dégradés et des cercles concentriques.
Et il y a eu aussi de la re-factorisation pour pouvoir gérer d'autres objets que les sphères (avec les suites de test ça se fait très bien).
J'arrive enfin à la partie réflexion/réfraction :-)
#raytracing

dougbinks, to random
@dougbinks@mastodon.gamedev.place avatar

Please do check out Avoyd's announcement on the @itchio release forum. Feedback welcome!

https://itch.io/t/3363505/avoyd-voxel-editor-and-game

#voxel #editor #RayTracing

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

@rich It's quite old now, but we're waiting for my GPU renderer to be released before we make a new one. Sadly Paul from Mode7Games (aka nervous_testpilot) isn't on Mastodon so I can't thank him again for the music, but do check his music out at https://nervoustestpilot.bandcamp.com/

gpuopen, to random
@gpuopen@mastodon.gamedev.place avatar

Big tools release today with big updates to the Tool Suite!

A thread 🧵

🎇 RGP is now at v2.0 🎇

There's major changes to the Wavefront Occupancy View UI, as well as other features including:

🕶️ Brand new support.
🧵 Thread divergence monitoring in pipelines.

(1/6 - see the replies for the rest)

https://gpuopen.com/learn/rgp-2-0-customizable-wavefront-occupancy-view-dark-mode/?utm_source=mastodon&utm_medium=social&utm_campaign=rgp

dougbinks, to GraphicsProgramming
@dougbinks@mastodon.gamedev.place avatar

Quick preview of the Vulkan GPU Path Tracing Renderer which we will publish in a future release of the Avoyd Voxel Renderer. The noise when moving is less in reality (the video codec compression makes it appear worse).

Model: Minecraft map Drehmal: PrimΩrdial.

Avoyd Voxel Editor with the Minecraft map Drehmal: PrimΩrdial loaded. The scene shows a small island with a village in front of a larger island. The camera pans down into the village and stops viewing over a small harbour. The scene is rendered with a GPU accelerated path tracing renderer.

kornel, to random
@kornel@mastodon.social avatar

Game graphics will get even better once developers can set #raytracing as the minimum requirement. Path tracing in Alan Wake 2 looks great, but it inherits some errors from lights pre-baked for an older rendering pipeline.

https://youtu.be/tXfwvohROPA?si=ZyzgkwzWGNHTvVAw

kornel,
@kornel@mastodon.social avatar

@botahamec I’m not saying games shouldn’t be working on most computers. Once most computers have RTX, devs will be able to drop pre-baked lights that make PBR worse. My point is that supporting both makes graphics worse. It requires designing lights and textures in all locations twice, and that’s expensive, limiting, and generally not done. Having both needs compromises or gives worse results in one of the pipelines.

botahamec,

@kornel I see. I think the thing I got caught up on is the phrase, "when devs can make raytracing a minimum requirement". The minimum requirements for games tend to be far higher than what most people have.

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