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Radiance Cascades Rendered Directly 

Alexander Sannikov
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In this video we explore data stored in radiance cascades by observing it directly. This is equivalent to precalculating a scene, storing a cross-section of its radiance field and then rendering it from any viewpoint and any angle in O(1).

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18 авг 2023

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Комментарии : 203   
@Alexander_Sannikov
@Alexander_Sannikov Месяц назад
How ya'll folks found this video? I'm seeing a lot of half-life themed visitors coming from somewhere, and I've no idea where from.
@porttek0oficial
@porttek0oficial Месяц назад
This was on my recommended page and had interesting thumbnail. I watched it until the end and I still don't know what I am looking at.
@Alexander_Sannikov
@Alexander_Sannikov Месяц назад
@@porttek0oficial sorry for that..
@valshaped
@valshaped Месяц назад
Don't be sorry for it! This was a wonderful demo, and you don't need to be a graphics programmer to find it interesting, fun, enjoyable, and visually appealing!
@Deathbynature89
@Deathbynature89 29 дней назад
Radiance Cascade sounds like Resonance Cascade combined with a cool thumbnail it is intriguing. "What is a Radiance Cascade? I wanna know." This was recommended to me on my homepage. I have watch videos on radiance fields and tutorials on Gaussian Splatting. The thumbnail also looks like something that could be rendered in Source 2.
@SuboptimalEng
@SuboptimalEng 29 дней назад
Probably getting recommended because of SimonDev’s recent video on Radiance Cascades heh.
@OtterCynical
@OtterCynical Месяц назад
Gordon doesn't need to hear all of this, he's a highly trained professional.
@minecraftermad
@minecraftermad Месяц назад
No no that's resonance cascade.
@Etka06
@Etka06 Месяц назад
@@minecraftermad same thing
@Gelatinocyte2
@Gelatinocyte2 Месяц назад
Gordon doesn't need to *see* all of this, he's a highly trained *game dev.*
@astr0_th3_man84
@astr0_th3_man84 Месяц назад
My dumbass thinking this was a half life video
@Lexie_T
@Lexie_T Месяц назад
There's no chance of a half life video.
@elpanatv2537
@elpanatv2537 Месяц назад
resonance cascade🔥🔥🔥🔥🔥🔥🗣🗣🗣🗣
@noisetide
@noisetide Месяц назад
@@elpanatv2537 It's time to choose Mr. Freeman...
@makeandbreakgames1791
@makeandbreakgames1791 29 дней назад
same lol i thought it was a high quality render or something
@freakmoler5563
@freakmoler5563 25 дней назад
It was the weird thumbnail that tricked me
@K4leidos
@K4leidos Месяц назад
Never change your mic. It's somehow almost perfect
@derc4N
@derc4N 25 дней назад
@atlas_19
@atlas_19 25 дней назад
It's like a voice recording/voice report from games and movies.
@liegon
@liegon 23 дня назад
It has a lofi feel, like a cassette recording.
@antonio_carvalho
@antonio_carvalho 21 день назад
The slightly nasal voice in a matter of factly intonation also contribute to the effect
@Jam_Axo
@Jam_Axo День назад
its a mad scientist mic in the making
@DilettanteProjects
@DilettanteProjects Месяц назад
I never thought I'd live to see a radiance cascade
@Kavukamari
@Kavukamari Месяц назад
let alone create one...
@Masonova1
@Masonova1 17 дней назад
☝️🤓 actually it was a resonance cascade
@DilettanteProjects
@DilettanteProjects 14 дней назад
@@Masonova1 I like to do this thing sometimes where I notice that one word sounds a bit like another and then I make a joke out of that
@Klayperson
@Klayperson 23 дня назад
this is a sickass way to render cosmic shadow people
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
One thing that I forgot to mention in the video is the, um, sparkles? These are path tracing fireflies that made their way into radiance fields -- they go away the more time you give path tracing to converge, but I did not bother waiting more than half an hour and I thought they look kind on cool anyway. They don't exist while using this data structure for calculating actual global illumination because it needs much lower resolution to be resolved and so it converges much faster.
@johnsherfey3675
@johnsherfey3675 Месяц назад
Would denoising help?
@Mr.LeoNov
@Mr.LeoNov Месяц назад
​@@johnsherfey3675I don't think so giving how little resolution there is
@ThePrimaFacie
@ThePrimaFacie Месяц назад
You should pin this as the top comment
@monx
@monx Месяц назад
thanks. the video is missing a brief assurance that this "ghost skull" asset is presented exactly as it would appear in a game. It is not a human head in debug mode.
@draco6349
@draco6349 Месяц назад
it's a fascinating effect, actually- a volume that sparkles isn't something i've seen much before. i wonder if it has any actual use.
@valshaped
@valshaped Месяц назад
The cascades look like the raw output from a light field camera! Very cool!
@Alexander_Sannikov
@Alexander_Sannikov Месяц назад
There's only so many ways you can encode a light field..
@johndawson6057
@johndawson6057 24 дня назад
​@@Alexander_Sannikovso it is used in light field cameras then?
@longjohn7992
@longjohn7992 Месяц назад
“Carmack doesn’t need to hear all this he’s a highly trained professional”
@Vulcorio
@Vulcorio Месяц назад
No idea what I've just listened to but the imagery is very fascinating.
@ThePrimaFacie
@ThePrimaFacie Месяц назад
My brain watching this and hearing how its done is doing the sparkly bits of the model. Thanks for the vid
@melody3741
@melody3741 7 дней назад
This is the first time I have ever comprehended these, because everyone else basically just called it black box. Thank you!!!
@euphemia3092
@euphemia3092 11 месяцев назад
Absolutely blown away by all of your work. Thank you for sharing!!
@aburak621
@aburak621 11 месяцев назад
Thanks Alexander for you ExileCon presentation! It was a joy to watch and learn.
@bebroid420
@bebroid420 11 месяцев назад
2 years ago I was experimenting with directional lightmaps, trying to achieve both diffuse and sharp specular lighting. I've been messing with "plenoptic textures" that look very similar to this demo. It's really interesting how one can come up with a similar concept while trying to achieve different goal. The whole idea with the cascades and usage of this technique to calculate screen space global illuminance.... Just wow!
@codymitchell4114
@codymitchell4114 7 дней назад
Absolutely gorgeous rendering
@footspring94
@footspring94 23 дня назад
like a digital hologram. crazy that this has been doable for such a long time and only now has been found. And just by someone on yt.
@LukeGeaney
@LukeGeaney 15 дней назад
Subbed - found your channel via the SimonDev video on radiance cascades then your ExileCon video :)
@4.0.4
@4.0.4 Месяц назад
As Wave Function Collapse terrain generation has proven, cool names inspired on physics are generally better for game development.
@fritt_wastaken
@fritt_wastaken 14 дней назад
But wave function collapse is an abysmally terrible name. It has nothing to do with waves or functions. Gives wrong impression on both essence and complexity of the algorithm
@perkele1989
@perkele1989 5 дней назад
The halflife refs are clearly due to your phenomenal HL voice and production quality
@DabidarZ
@DabidarZ Месяц назад
im so confuseddddd BUT THAT LOOKS cool and i love seeing new stuff!!!
@footspring94
@footspring94 23 дня назад
just think how this could replace individual props like tables in corners or show massive events like large cut scenes or animated backgrounds. I also think it will work very well as a way to manage surface texturing.
@VeganKebabDoRuky
@VeganKebabDoRuky Месяц назад
Nice video, and great explanation of the cross-sections and their relationship to the spatial and angular resolutions!
@f7029
@f7029 23 дня назад
This is amazing!!!!! Really excited to see what comes out of this
@user-mx7mc7sv2q
@user-mx7mc7sv2q 28 дней назад
It came from recommendations and I have no idea what this is. But it's damn cool! Now I'll go deeper that rabbit hole to find out what it is and how you managed to make it work
@firstclass3223
@firstclass3223 11 месяцев назад
Awesome stuff, well explained.
@chris-hayes
@chris-hayes 21 день назад
How.. illuminating. Very cool.
@CharlesVanNoland
@CharlesVanNoland Месяц назад
This is very reminiscent of lightfield rendering (originally "image based rendering" 20 years ago) of the sort that OTOY and Lytro were working on a decade ago, except here you have multiple resolutions for multiple depths? I'll have to look at your paper to understand the cascade aspect.
@Alexander_Sannikov
@Alexander_Sannikov Месяц назад
each cascade is encoded in a way that's similar to the good ol' image based rendering. but the most powerful property of RC is how information is distributed across multiple cascades.
@pravkdey
@pravkdey 19 дней назад
Looks pretty! If it's too memory intense i can imagine it being used sparingly, like for smoke grenade or effects on weapons
@UncoveredTruths
@UncoveredTruths 11 месяцев назад
such a cool technique
@sublucid
@sublucid 11 месяцев назад
Super cool! Show us what this same model looks like illuminated by the final technique!
@TheEagleFace
@TheEagleFace Месяц назад
babe wake up they just dropped virtual holograms
@TheNSJaws
@TheNSJaws 11 месяцев назад
would you mind doing more of these? Not just for Cascade rendering, but in general. I quite appreciate your PoE presentations, and every time I rewatch them, I wish they gave you more time.
@chapterone1162
@chapterone1162 Месяц назад
Really cool stuff man good work
@Visigoth_
@Visigoth_ 7 дней назад
Cool video (Game Dev)... YT sees my interest in "digital volumes" and recommended this.
@nates9778
@nates9778 11 месяцев назад
This is cool!
@TavishMcEwen
@TavishMcEwen Месяц назад
so cool!!
@simonl1938
@simonl1938 Месяц назад
this is so cool
@grimtin10
@grimtin10 28 дней назад
yo this is really cool
@attashemk8985
@attashemk8985 11 месяцев назад
Looks cool, will be interesting if nerfs could be baked in this cascade technique
@photometricman
@photometricman 9 месяцев назад
A lot of similarities in the atlas to lightfield photography. Highly interesting work. Thank you!
@Alexander_Sannikov
@Alexander_Sannikov 9 месяцев назад
it is capturing the same data, so yeah
@Tr33fiddy
@Tr33fiddy 7 месяцев назад
Good thought. Like the Lytro light field camera.
@LoraHannike
@LoraHannike 14 дней назад
digital hologram, finally great work! keep it up
@Alexander_Sannikov
@Alexander_Sannikov 14 дней назад
i have a video on actual simulated holograms. check my community page to see what it looks like.
@LoraHannike
@LoraHannike 14 дней назад
@@Alexander_Sannikov I will
@blakes8901
@blakes8901 20 дней назад
this genuinely might change everything. good luck. I hope this actually pays off for you monetarily.
@ellescer
@ellescer 27 дней назад
no idea what your talking about or what any of this means but, looks wicked cool dude
@satibel
@satibel 11 месяцев назад
have you tried that with a billboard explosion? it may allow high speed rendering with some semi-3d effect.
@iamvfx
@iamvfx 11 месяцев назад
Cool stuff! Needs more high quality examples
@oldlifeorig5028
@oldlifeorig5028 Месяц назад
Does it mean that we can look into 3d models and see it more realistically from inside? Not like backfaces, but volume of it's mesh idk
@rapideye101
@rapideye101 Месяц назад
how does the sampling work then with the cascades? can you also make a video on that? or is there a paper?
@DJDDstrich
@DJDDstrich 11 месяцев назад
Hey Alex thanks for the video - Really cool to see a little more insight into this Radiance Cascades tech you've developed! Must be fun to play around with various little projects like this now that the tech has proven itself! How are you going with potentially open sourcing some form of it in the near future? Is it still a possibility? It seems like the only viable GI option for real-time procedural games like ARPGs or sim/management games, and, well I want to get my greedy little mitts on it! :D
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
I'm close to publishing an article first, them I'm going to open-source it.
@DJDDstrich
@DJDDstrich 11 месяцев назад
@@Alexander_Sannikov amazing mate! I'm super excited and hope you get the recognition from it! Where might the article land and how do I get notified?
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
@@DJDDstrich I'm probably going to make a short announcement video on this channel with a link to something like google drive pdf before sending it to a journal.
@iestynne
@iestynne 29 дней назад
Thanks for showing the atlas view. I'm curious why you chose parabolic encoding?
@kabu8341
@kabu8341 27 дней назад
If you ever happen to have enough free time on your hands, I would love to have a video explanation for your radiance cascade for people who know not much about graphics programming :D SimonDev's Video was a good start for it tho, now I understand the things you do a bit more. Very fascinating. I still can't really imagine what those probes look like. As far as I understand now it sounds like you have those probes with different properties in the whole... err.. view? volume? of the camera and they are scanning everything and sending the averaged data to the camera and this is what you see in the end?
@pravkdey
@pravkdey 19 дней назад
The title sounds like a sleeper agent phrase haha
@JamesAidanKing
@JamesAidanKing 6 дней назад
yea i dont know what any of this is but it looks cool
@manapotion1594
@manapotion1594 11 месяцев назад
Cool research. So, does that mean the angle of view is quite limited? Does the quality degrades with the "depth" of the object from camera?
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
the angle is not limited, but the quality does degrade with depth with this encoding
@Deathend
@Deathend 24 дня назад
Totally a coincidence that it looks like a interdimensional ghost celebrating cico de mayo.
@stimpyfeelinit
@stimpyfeelinit 11 месяцев назад
neat!!!!!
@harry1010
@harry1010 28 дней назад
Never seen radiance fields rendered so fast - on the cpu, too!quick q - do you have angular resolution inconsistencies at different layers due to how the resolution changes at each depth layer?
@ABWABWABWABWABWABWABWABWABWA
@ABWABWABWABWABWABWABWABWABWA 11 месяцев назад
hell yeah
@Jianju69
@Jianju69 18 дней назад
Interesting effect, somewhat like glitter immersed in plastic. How much memory does this demo use? Seems too resource intensive for complex real-time scenes.
@themerpheus
@themerpheus Месяц назад
so its like deep shadow maps but for irradiance?
@Skythedragon
@Skythedragon 11 месяцев назад
So from what I understand from this and the presentation, you take an array of textures, and for each pixel in that texture, look at it's 8 neighbors, and do some short distance (1px) raytracing, and repeat that for the number of cascades you have? Then to get the final value, you read the pixels in the final cascade for the direction you want to trace in? Wouldn't this make it O(n) for the number of cascades instead of having some fixed upper bound?
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
Nope, after the precalculation is done, there's no raycasting in this demo at all. Rendering the radiance field of one cascade in this case is equivalent to just reading a cubemap texture for every pixel, which is just a hardware bilinear interpolation. So, each of the 4 cascades are looked up this way and then merged. See at 4:23 each cascades literally stores tiny cubemaps: you don't raymarch them, you interpolate them.
@skicreature
@skicreature 13 дней назад
Your mention of the accuracy of penumbras makes me wonder if this same technique could be modified in the calculation of radiation dose calculation in radiation therapy. Basically we do a bunch of complex ray tracing or kernel convolutions to perform dose calculations in radiation therapy and calculate the interactions based on a fluence maps from particular angles. For us however reflectivity isn't so important. Mostly we just have attenuation (simple calculation), and a couple different types of scattering interactions (much more complex requiring monte carlo interactions). However, our accuracy in dose calculation tends to decrease at the edge of beams (at the penumbra) as the calculation becomes most difficult there with scattering interactions beginning to dominate over the attenuation interactions.
@Alexander_Sannikov
@Alexander_Sannikov 13 дней назад
@@skicreature people are already applying RC to a bunch of non-light radiative transfer processes. any process where energy is propagated in rays is suitable.
@AtomicBl453
@AtomicBl453 20 дней назад
i'm curious, would this help with more realistic sun sparkles on a body of water?
@addmix
@addmix Месяц назад
Sparkles
@seccentral
@seccentral Месяц назад
the profiler is legit. 👍
@k-vandan4289
@k-vandan4289 11 месяцев назад
cool
@RPG_Guy-fx8ns
@RPG_Guy-fx8ns 24 дня назад
so basically you bake point clouds to an atlas of cube maps and use it to render imposter pixels
@aladorn
@aladorn 11 месяцев назад
thank you for the video...veeery impresive.... please upgrade your mic
@Terszel
@Terszel 29 дней назад
yeah
@thewaysh
@thewaysh 11 месяцев назад
Great video, thank you. Please upgrade your microphone!
@iamvfx
@iamvfx 11 месяцев назад
I like it, it sounds like a recording from 1960s 😁
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
Sorry for that. That's why I usually don't voice my videos. I should get an actual mic, but I normally much prefer to program something than to waste time setting it up. UPD: ok, anyway, ordered a mic. Again, sorry for the quality on this one.
@perialis2970
@perialis2970 Месяц назад
cool, this is a super cool video (not understanding one thing)
@JannikVogel
@JannikVogel 11 месяцев назад
Can you share those 8k images you have used in this demo for people who want to reproduce this (without having to capture their own scene first), or could you even upload the entire demo code somewhere?
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
If you want to try this i really recommend replace the volume rendering part with some really simple SDF fractal raymarcher or a sphere. The only reason why i used volume data is because it's obvious that i'm not rendering it in realtime (that'd be much slower). That being said, at some point I will publish the sources.
@AlexDicy
@AlexDicy Месяц назад
How do you style ImGui like that? Is there a theme or did you manually change backgrounds and border radius?
@Alexander_Sannikov
@Alexander_Sannikov Месяц назад
it's open source you can check. legitengine by raikiri
@AlexDicy
@AlexDicy Месяц назад
@@Alexander_Sannikov Thanks!
@simplegamer6660
@simplegamer6660 29 дней назад
Damn, what mic are You using? It sounds rad af. I seriously wanna know P.S. Why do i have a feeling that i'm close to being the only one who came here *not* because i thought the video is somehow involved with half-life?:D
@Alexander_Sannikov
@Alexander_Sannikov 29 дней назад
Boys, looks like we have a non-half-life person here. I repeat, a person who didn't come to joke about resonance cascades.
@PanzerschrekCN
@PanzerschrekCN 11 месяцев назад
Looks great! But it is hard to understand how it works. As i understand this, you just render the scene into a tiny cubemap for each point on a regular grid. You have 4 variants of this grid (cascades) - from less detail (spatial) to more detail, less detail grid contains more detail cubemaps, more detail grid contains less detail cubemaps. It is still unclear for me how fetching and mixing from these arrays of cubemaps works.
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
That's right, the blending part is kind of hard to explain in the video, that's why I'm writing an article with a proper explanation. However, the idea is actually very simple: each cubemap simply has an alpha channel, so since each cascade encodes its own depth range, they are always sorted front-to-back, so you just blend them using their alpha channel.
@JannikVogel
@JannikVogel 11 месяцев назад
@@Alexander_Sannikov How do you choose these depth ranges? Are they manually chosen or do they "emerge" from the data (due to information not being representable at some angular resolution for example)?
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
@@JannikVogelthe discretization scheme is completely scene-independent. That means the exact same radiance cascades can be used to capture radiance of an arbitrary scene. In the paper I explain in great detail why depth ranges need to increase exponentially for subsequent cascades. If you're on "graphics programming" discord, you can have a look at the draft of my paper that people are reviewing right now.
@NeoShameMan
@NeoShameMan 11 месяцев назад
It's funny i do something like that to render gi on mali 400 gpu in real time lol, but instead of storing the results, i store the uv of the points, which allows real time updates by simply texture feedback, ie the texture samples itself to resolve gi. I had the cascade idea but didn't implemented it, i didn't knew it would be that efficient. It's on unity's forum under the name exploration of custom diffise rtgi, the technique is called MAGIC for mapping approximation of gi compute 😂. I resolve slowly because i haven't tested how much i can render per frame, so it's one ray per pixel per frame, my computer is dead now lol hasn't finished.
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
can you link a video?
@gaia35
@gaia35 Месяц назад
This is why computers were built.
Месяц назад
is that gauss splattering?
@oBdurate
@oBdurate 27 дней назад
Bro sounds like Posy
@homematvej
@homematvej 11 месяцев назад
Is there a paper or something?
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
there is now!
@user-yx5wd5yy6h
@user-yx5wd5yy6h 11 месяцев назад
ничего не понял, но очень интересно =)
@Danuxsy
@Danuxsy Месяц назад
So what would be the usecase of this?
@NightmareCourtPictures
@NightmareCourtPictures Месяц назад
Use case of global illumination? With O(1) time complexity? Practically all applications for every graphical representation for the foreseeable future.
@Danuxsy
@Danuxsy Месяц назад
Well this is different because it is NOT real-time like path tracing we see in games, this is computed offline and so cannot change afterwards. It's similar to splatting, looks like real life but not very usable in games (as of now anyway), me sleep.
@NightmareCourtPictures
@NightmareCourtPictures Месяц назад
@@Danuxsy it's a stretch to say path tracing is real-time. i also don't know where or why you have the impression this isn't real-time, nor why it wouldn't be real-time, given how efficient it is.
@Danuxsy
@Danuxsy Месяц назад
@@NightmareCourtPictures i watched the ExileCon2023 talking about their GI implementation using radiance cascades so I see that it does have good usecases yess, it's cool !
@caffiend81
@caffiend81 27 дней назад
@@Danuxsy it's usable in real time. Path of Exile 2 is using Radiance Cascades. IIRC their dev team published a white paper on the technique.
@gadirom
@gadirom 11 месяцев назад
Ah! So there’s no sphere harmonics, you used cube maps. Still seems like a trickery. I’m looking forward for the paper. Really, O(1) looks like magic.
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
I use spherical harmonics to gather diffuse GI (not in this demo). This demo does not need gathering irradiance, so it only uses parabolic mapping (basically, cubemaps).
@gadirom
@gadirom 11 месяцев назад
@@Alexander_Sannikov I see. Thank you.
@user-nm4mi2sq1o
@user-nm4mi2sq1o 6 месяцев назад
Оп, оказывается это был тизер affliction в PoE)
@Alexander_Sannikov
@Alexander_Sannikov 6 месяцев назад
Как Вам удалось их соединить вообще?
@user-nm4mi2sq1o
@user-nm4mi2sq1o 6 месяцев назад
​@@Alexander_Sannikov Отвечая на данный вопрос, мне станет стыдно. Сам я мало что понимаю в разработке движка или проектировании/моделировании объектов. Но ваши панели на exilecon и данные ролики посматриваю, чисто из любопытства. Подача материала отличная Тут я увидел схожую модель наслоения частиц на объект, если можно так выразится, с текущей лигой в игре...даже цвета совпадают ) Заглянул сюда после вашего подкаста у CARDIFF'а. К слову, было бы отлично, если бы у вас получилось периодически организовывать с ним, или другими стримерами, такие подкасты. Хотя бы раз в полгода У зарубежной аудитории есть Крис и Джонатан, а у нас будете вы.
@icaroamorim3123
@icaroamorim3123 3 месяца назад
I'm still a bit too stupid to understand but I will keep trying until I implement it
@icaroamorim3123
@icaroamorim3123 3 месяца назад
Just read the full paper again, I can understand it much better now.
@oldlifeorig5028
@oldlifeorig5028 Месяц назад
Could you please explain it all in a fortnite terms?
@lemonjumpsofficial
@lemonjumpsofficial 17 дней назад
IT'S A HOLIGRAM!!!!!
@paranoidPhantom
@paranoidPhantom Месяц назад
Нихуя не понял, но очень интересно)
@vanillagorilla8696
@vanillagorilla8696 25 дней назад
A digital hologram.
@Alexander_Sannikov
@Alexander_Sannikov 25 дней назад
@@vanillagorilla8696 i have a video about actual digital wavefield holograms if you're interested in that
@vanillagorilla8696
@vanillagorilla8696 24 дня назад
@@Alexander_Sannikov I'd love that.
@neon_Nomad
@neon_Nomad Месяц назад
Ghost skeletons
@wonkaytry
@wonkaytry 25 дней назад
mirrors
@macratak
@macratak 11 месяцев назад
wheres the siggraph paper my man. im tryna read that!!!
@Alexander_Sannikov
@Alexander_Sannikov 11 месяцев назад
well now you have it!
@anipodat394
@anipodat394 24 дня назад
Half-Life + Hollow Knight = Radiance Cascade
@eucenor4171
@eucenor4171 28 дней назад
0:07 global elimination technique 💀
@perkele1989
@perkele1989 5 дней назад
you didnt even touch the roughness slider :( please, go into more tehcnical detail about how this works ! graphics programmer in me is amazed
@Alexander_Sannikov
@Alexander_Sannikov 5 дней назад
now I also wonder what that slider did, because it makes no sense :D
@linovermac
@linovermac Месяц назад
Please, source code github link :)
@dougbeard7624
@dougbeard7624 17 дней назад
Audio is pretty bad. You need to compress.
@Lucsueus
@Lucsueus 19 дней назад
Saw this video on my homepage recommendations, no relation to Half-life at all (haven't looked at source/half-life content in forever). To be honest I have no clue what this even means, but I'm very intrigued and I often enjoy watching people passionately explain something that to me is very niche. Thank you for sharing!
@ophello
@ophello Месяц назад
It’s not “the way they look like.” It’s just “the way they look.”
@Alexander_Sannikov
@Alexander_Sannikov Месяц назад
you're right, thanks.
@spaceprior
@spaceprior Месяц назад
no that's the correct grammar for the European academic dialect ime
@Stimes
@Stimes 5 дней назад
Make a fork of blender and try to implement it in blender !
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