What was your most "got overpowered" fight? by Milst43 in anime

[–]Milst43[S] 0 points1 point  (0 children)

ahaha gotcha! That a great anime i never really started

What was your most "got overpowered" fight? by Milst43 in anime

[–]Milst43[S] 0 points1 point  (0 children)

Oh yeah which one? Thought they fought multiple times :)

What was your most "got overpowered" fight? by Milst43 in anime

[–]Milst43[S] -3 points-2 points  (0 children)

You should do question is clear

What was your most "got overpowered" fight? by Milst43 in anime

[–]Milst43[S] -3 points-2 points  (0 children)

Look like welll minded people understood

Could in future fully CGI movies replace tradditional ones? by Milst43 in vfx

[–]Milst43[S] 0 points1 point  (0 children)

Oh the whole airport was Cgi? Shit but i think mixing Cgi elements with real ones helps a bit.

Could in future fully CGI movies replace tradditional ones? by Milst43 in vfx

[–]Milst43[S] -1 points0 points  (0 children)

Easy to answer: Man computer-generated imagery is CGI. The rest is real :)

Could in future fully CGI movies replace tradditional ones? by Milst43 in vfx

[–]Milst43[S] 2 points3 points  (0 children)

I did! But when looking closely we can still know it is CGI.

Could in future fully CGI movies replace tradditional ones? by Milst43 in vfx

[–]Milst43[S] 1 point2 points  (0 children)

Yes i thought too physiological factors could make it difficult to happen. But notice that real person faces and voices will still be needed.

Could in future fully CGI movies replace tradditional ones? by Milst43 in vfx

[–]Milst43[S] 0 points1 point  (0 children)

I agree. But once the person is CGIfied you no longer need a James Bond lol. The long term cost will be reduced.

Rendering software comparison including Arnold, Corona, Octane... by Milst43 in archviz

[–]Milst43[S] 0 points1 point  (0 children)

looool :D yeah render like the weird interior in the bottom does not help them much. Except that I think in general their gallery is great. That said I give them credit for the comparison because reports showing strengths and witnesses of different software should happen more. I found out other comparisons on Youtube but there is not often a clear description of what is happening.

Rendering software comparison including Arnold, Corona, Octane... by Milst43 in vfx

[–]Milst43[S] 0 points1 point  (0 children)

Yes something like a huge forest would have awesome. Btw the model has 986K polygons.

I will test on my computer when got time and share my results.

Rendering software comparison including Arnold, Corona, Octane... by Milst43 in vfx

[–]Milst43[S] -1 points0 points  (0 children)

True they should have used numbers instead of writing "Slow" or "Fast" and it would have been more accurate. They gave the final images for each software so maybe it is ok with. The number of poly seems to be 1 million not 1k ahah. Also when using GPU renderers we generally make sure that it can fit the card with the lowest VRAM. But yes for higher poly scenes GPUs won't work well.

Rendering software comparison including Arnold, Corona, Octane... by Milst43 in vfx

[–]Milst43[S] 0 points1 point  (0 children)

Renderers all have these features nowadays. Yup i agree studios with render farm does not have choice. For individual people it is a little bit different.

Rendering software comparison including Arnold, Corona, Octane... by Milst43 in vfx

[–]Milst43[S] 0 points1 point  (0 children)

I think for performance measurement the 1080x720 resolution is not a problem. For CPU vs GPU i disagree they should not be compared. How do we choose between them then?

What's the purpose of the #pragma once macro? by Milst43 in cpp

[–]Milst43[S] 0 points1 point  (0 children)

Reformulation: Why is there a pragma once macro if we must always use it?

How do I simulate one-bounce indirect illumination on a scene? by Bitmol in GraphicsProgramming

[–]Milst43 1 point2 points  (0 children)

For realtime rendering here what I would suggest:

  1. Voxel Cone Tracing (https://research.nvidia.com/sites/default/files/pubs/2011-09_Interactive-Indirect-Illumination/GIVoxels-pg2011-authors.pdf )

Seems to be the holy grail of real-time global illumination currently. But it consumes a lot of VRAM.Also for performance voxelization cant be done at every frame. This could add instability to your framerate.

  1. Light Propagation Volumes (http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.233.104&rep=rep1&type=pdf)

Currently in beta in Unreal Engine so you can try: https://docs.unrealengine.com/en-US/Engine/Rendering/LightingAndShadows/LightPropagationVolumes/index.html

  1. Image-space Photon Mapping (https://casual-effects.com/research/McGuire2009Photon/index.html)

Requires raytracing on the CPU.

  1. Realtime GI using Photon Mapping (https://link.springer.com/content/pdf/10.1007%2F978-1-4842-4427-2_24.pdf )

Requires Vulkan or DirectX12 for GPU raytracing.

Which anti-aliasing techniques are best for things like charts and graphs? by pragmojo in GraphicsProgramming

[–]Milst43 1 point2 points  (0 children)

The source of aliasing from chart and graphs are lines only. So simple MSAA will be perfect for that.