TH-cam kept deleting the comments by Eric Haines (th-cam.com/users/MrErichaines) so I'm posting his first comment here myself (I hope it won't be deleted by bots): Nice! Here's an article you might enjoy, about how to compute the bias adaptively and automatically. Imperfect, but better than a user-set fudge factor. link.springer.com/chapter/10.1007/978-1-4842-4427-2_6
Thank you, Cem! Great lecture and I learned a lot from project 6. I think there might be a minor issue in the template code in project 6. The last line of code in project6.js: return vec4( textureCube( envMap, ray.dir.xzy ).rgb, 0 ); // return the environment color The opacity should be set to 1 to enable the background by default, such that I can achieve the similar result as you presented.
Thank you Cem! Excited! Early Morning CG Session! 🙂
Thanks for the regular upload . Love these !!!
TH-cam kept deleting the comments by Eric Haines (th-cam.com/users/MrErichaines) so I'm posting his first comment here myself (I hope it won't be deleted by bots):
Nice! Here's an article you might enjoy, about how to compute the bias adaptively and automatically. Imperfect, but better than a user-set fudge factor. link.springer.com/chapter/10.1007/978-1-4842-4427-2_6
Thanks for this. Was getting stuck, but turned out I just had to implement the bias. Everything works perfect now! :)
Thank you, Cem! Great lecture and I learned a lot from project 6.
I think there might be a minor issue in the template code in project 6.
The last line of code in project6.js:
return vec4( textureCube( envMap, ray.dir.xzy ).rgb, 0 ); // return the environment color
The opacity should be set to 1 to enable the background by default, such that I can achieve the similar result as you presented.
We may need to take into account additional hits if our objects are translucent.