Continuing on my ray tracing engine I made a tech demo of a custom CPU based global illumination system in Unity. The system can handle diffuse, specular, transparent and refractive materials - with caustics too. The solution is utilizing sets of rays that are bouncing into the scene and storing the light data into textures. In addition as an optimization step I used Monte-Carlo method to approximate light coming in each bounce. This method doesn't give an absolute light result as would be in our real world, but is often used in many engines to speed things up while giving a close approximation of the real world lighting. At least but not last i embedded Nvidia's Denoiser as a final step to smooth and clean up the final result.
Monday, September 17, 2018
Monday, September 10, 2018
Developed Ray Traced shader for valuable gems and diamonds
Monday, July 16, 2018
Simple ray tracing engine
I was always passionate about 3D rendering techniques so i a made a tech demo of a custom CPU based renderer in Unity. I implemented some basic lighting models like diffuse and phong. I also added reflection and shadows support.
Monday, January 1, 2018
A little research on AI and ML-Agents
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