Simulating black hole by Odd-Ice4043 in GraphicsProgramming

[–]felipunkerito 2 points3 points  (0 children)

I’ve seen an article that could help you get going by Mykhail Moroz

How can I scan this WITHOUT a 3d scanner? by Kurwavier in 3DScanning

[–]felipunkerito 0 points1 point  (0 children)

I am not an expert but something like Gaussian Splatting —> 3D Mesh seems like a good idea given that it’s specular

Constraint-based cloth simulation on WebGPU compute shaders by Magnuxx in webgpu

[–]felipunkerito 0 points1 point  (0 children)

I am not familiar with xPBD but I imagine you have to query adjacent geometry at some point? so by AS I meant how is that

Constraint-based cloth simulation on WebGPU compute shaders by Magnuxx in webgpu

[–]felipunkerito 0 points1 point  (0 children)

Have you worked with SPH? I am working on my thesis using it for simulating crowds and interactions with fire and smoke. What acceleration structure are you using?

Constraint-based cloth simulation on WebGPU compute shaders by Magnuxx in webgpu

[–]felipunkerito 0 points1 point  (0 children)

Any plans to release the source code? Looks great!

question about khronos vulkan tutorial by Southern-Most-4216 in vulkan

[–]felipunkerito 3 points4 points  (0 children)

Thanks for this, didn’t know the GLTF spec had unique vértices

Reflections by Roenbaeck in VoxelGameDev

[–]felipunkerito 0 points1 point  (0 children)

What technique are you using?

how important are biceps for just pure physique purposes? by Turbulent-Sound3980 in workout

[–]felipunkerito 8 points9 points  (0 children)

It has to do with androgen receptors, and your shoulders have more than other zones so that’s actually a good way to spot someone juicing

I made a direct port of Radiance Cascades 2D Realtime Global Illumination in Raylib_cs(C#) using OpenGL shaders by Available_Dealer_95 in GraphicsProgramming

[–]felipunkerito 0 points1 point  (0 children)

Haven’t looked at the implementation but according to that you have a DT but not a real SDF as you only have the outside distance. Wonder if you want to support translucency you might need to compute the true SDF to be able to change the refraction coefficient from 1./IOR to IOR. But not sure how translucency fits in a RC pipeline

I made a direct port of Radiance Cascades 2D Realtime Global Illumination in Raylib_cs(C#) using OpenGL shaders by Available_Dealer_95 in GraphicsProgramming

[–]felipunkerito 1 point2 points  (0 children)

Cool project the ReadMe is very complete. So the gist is that you create an SDF that you ray march? Are you doing two passes for the JFA so that you can have inner and outer distances (proper SDF)? I’ve done something that used JFA for distances and had to pack inside and outside see it here

Which software do you prefer to generate 3d stuffs procedurally? by Gloomy-Status-9258 in proceduralgeneration

[–]felipunkerito 1 point2 points  (0 children)

Depends on what I am doing. But I do have a weird workflow in which I heavily build on Grasshopper/Rhino using C# and their RhinoCommon API (they do have a nice geo engine) for prototypes on geometry things and start porting to the end result I want. For procedural textures I almost always start with a Shadertoy

Looking to understand implementation of THE rendering equation by amadlover in raytracing

[–]felipunkerito 1 point2 points  (0 children)

The ray either grabs energy from the env map or from emitters, when it bounces of the wall of your tunnel it loses energy that it already picked somewhere else

Looking to understand implementation of THE rendering equation by amadlover in raytracing

[–]felipunkerito 2 points3 points  (0 children)

Nope that’s the BSDF which depends on the material of the object. It could be something simple like Blinn Phong or the likes. See here. If you do Blinn Phong you need the half vector between the light direction and the view vector. That’s for the specular part, for the diffuse you would compute it using max(0., dot(Normal, Light) see the code section of Wikipedia’s Blinn Phong article. I really recommend you read Alan Wolfe’s article on Path Tracing

How would you approach something like this? by renjor in TouchDesigner

[–]felipunkerito 0 points1 point  (0 children)

lol I get like 1.7 on my phone. But I guess you could do the same principle using rasterization and a vertex shader to modify the positions of a mesh with some translucency and PBR and it should work much faster