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Josh

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Blog Comments posted by Josh

  1. It looks like I overlooked the performance cost of blurring the shadow image. The jury is still out on whether the compute shader with imageStore() is faster than a fragment shader, but I think VSMs are going to be the high-quality option. Regular depth shadow maps have almost no performance cost on low-end hardware but don't look as nice.

    The final scene render for VSMs is in fact faster, so if the shadow is static the VSM becomes faster, but redrawing a variance shadow map incurs a pretty significant cost, on low-end hardware at least.

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  2. Here you can see one single ray working. A sharp image of the dragon appears on the wall, and the floor is visible reflected off the bottom of the dragon's jaw. This will be expanded into many rays for smooth diffuse GI:

    drag.thumb.jpg.4638fc9a80416b1ea0ca2b7ff41e8c44.jpg

    Since I will only updating a little bit at a time each frame, instead of three large cone step rays I will be using many small ones, maybe 16 or 32. This is sort of halfway in between conventional path tracing and cone step tracing.

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  3. 2 hours ago, havenphillip said:

    I mean initially you said the engine would be super fast. After all the things you've added is it what you had anticipated?

    Yeah, of course. The only question is how much the specular reflection in the GI will cost, but that's something we did not have before at all.

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