I decided to open source my implementation of Surfel Radiance Cascades Diffuse Global Illumination, since I'm not longer actively working on it. Hopefully the code can serve as a guide to others who can push this idea further :)
https://t.co/kugNw7x5Cf
@SKKILL0 Less performance is because of the more realistic graphics. You have to pay for the new visuals sadly. The flat color is probably due to a tonemapper that does not do its job and is unrelated to the weird fuzziness to the api. It is a complex api requiring good knowledge on gpus.
@SKKILL0@TezFunz2 D3D12 is not just ray tracing. It is also old school rasterization (which is what im using in my D3D12 renderer). And most gpus support D3D12 nowadays, as it is quite old.
For the past ~8 weeks I've been working on Ocean Rendering for a school assignment. I wrote a blog post going into the details of my implementation and how you can do it too! Give it a read and let me know your thoughts 😁
https://t.co/XSEUUsrmEH
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
https://t.co/4W73dxKwdy
I've been validating the results of my Surfel Radiance Cascades, comparing it to ground-truth and using the white furnace test. I think I'm really close to GT now, attached are 2 images, one is GT, the other is SRC :)
@theo i hope they add their colorful joycons in another version. i am not as disappointed as others, but i feel like that was their signature, which they lost now...