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Elliot Roush
เข้าร่วมเมื่อ 19 ม.ค. 2019
Spatiotemporal Variance-Guided Filtering
Show my super non-optimal implementation of the SVGF paper.
มุมมอง: 308
วีดีโอ
Game Engine 3 - compute skinning & animation compression
มุมมอง 634 ปีที่แล้ว
Game Engine 3 - compute skinning & animation compression
Shadow Mapping - Common Problems & Solutions
มุมมอง 1K4 ปีที่แล้ว
Sources: www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/ learnopengl.com/Advanced-Lighting/Shadows/Shadow-Mapping developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf
Very Helpful. Thanks.
One more thing you must do is to linearly map the range -1,1 to 0,1 because depth buffer only holds values ranged from 0 to 1 while in 3d space renderer it uses -1,1 range.If not,the shadow won't exist in the positive z zone.
What a great video . A hidden gem . Very well explained. Thanks so much . Finally cleared some things I didn’t understand.
really good explanation honestly, better than most ive seen.
That was really interesting to see. Do the compute shaders write the skinned vertex data into a separate vertex buffer and then you just draw that buffer as normal?
Hey! Thanks for the great video with simple explanation. I am trying my own implementation of SVGF in Minecraft and could really use some direction. Do you happen to have the source code for this so I can take a look and play around with it?
I know I am late to the party, but thank you for making this video! It is really helpful!