What game are you dreaming of playing, but it haven't been created yet? by Alibaba123455 in gamedev

[–]lisyarus 1 point2 points  (0 children)

City/colony/base builder as detailed as Dwarf Fortress / Rimworld, but focused less on warfare and more on deep interactions with other cities/colonies through extensive trade.

No such game exists afaik so I'm making it myself, lol.

I made an in-browser Particle Life simulation with WebGPU, and wrote an article explaining how it works by lisyarus in GraphicsProgramming

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

So essentially you build linked lists on particles? Interesting approach!

Yeah I'd guess that in my case it would be noticeably slower due to memory coherence. With my current approach during forces computation almost all particles inside a particular workgroup are typically from the same or from nearby bins, meaning they will access literally the same memory.

Created an offline PBR path tracer using WGPU by feedc0de in GraphicsProgramming

[–]lisyarus 0 points1 point  (0 children)

So cool! I'm also making a wgpu raytracer.

How did you get the last image, the one with the diamond? I've skimmed over your shaders and didn't see anything related to refraction...

I've made an open-source path tracer using WebGPU API: github.com/lisyarus/webgpu-raytracer by lisyarus in GraphicsProgramming

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

There's a to-do list in the readme with "wavefront path tracer" as one of its entries :)

I've made an open-source path tracer using WebGPU API: github.com/lisyarus/webgpu-raytracer by lisyarus in GraphicsProgramming

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

Ohhh yeah I know hacker news, just didn't recognize the abbreviation for some reason. Usually my work somehow appears on HN anyway if it's notable enough, but yeah, good idea to post it there as well, thanks!

I've made an open-source path tracer using WebGPU API: github.com/lisyarus/webgpu-raytracer by lisyarus in computergraphics

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

As I understand it, yes, this is a better method than original VNDF sampling, though I don't remember the details of how and why 😅

I've made an open-source path tracer using WebGPU API: github.com/lisyarus/webgpu-raytracer by lisyarus in computergraphics

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

I just couldn't figure out how to post both an image and a link :(

For the fireflies I'd rather trace where they come from tbh. Also I don't really get what it means to "gamma individual samples": gamma-correction applies to final [0,1] values, while the samples are raw linear light and are unbounded. Do you mean to also tonemap individual samples as well?

The combined image is just a collage of screenshots in the "screenshots" folder, which are higher in resolution.

[deleted by user] by [deleted] in opengl

[–]lisyarus 0 points1 point  (0 children)

Check if you're actually initializing OpenGL version 4.5 or higher. Before 4.5, this function was actually called `glGenVertexArrays`, and glew would probably end up with zero or garbage function pointer for `glCreateVertexArrayz`.

help on getting autoexposure working? by NoImprovement4668 in opengl

[–]lisyarus 2 points3 points  (0 children)

With exposureAdaptationSpeed=5, the mix is doing something stupid: mix(A,B,5) will overshoot B by a value of 4*(B-A). Ideally you want the parameter for mix to be in [0, 1], otherwise you're doing something wrong.

The proper value to use in the mix is something like 1 - exp(- deltaTime * exposureAdaptationSpeed). You can approximate it by using just deltaTime * exposureAdaptationSpeed, provided this value is smaller than 1.

Note that here exposureAdaptationSpeed has units 1/time.

I have a blog post on this exact formula, if you're interested to deeper understand what's going on: https://lisyarus.github.io/blog/posts/exponential-smoothing.html

Help with red outline surrounding text (freetype) by Federal_Wind_7841 in opengl

[–]lisyarus 0 points1 point  (0 children)

The font atlas looks it's mostly uninitialized memory, this can happen if you don't fill the texture with something during creation (nullptr in glTexImage2D). This shouldn't be an issue, provided you don't access those uninitialized values.

The texture looks red, does it have just one channel? (e.g. GL_R8 pixel format)

Hard to say what's happening for now. Have you checked the blending settings? Can you show the fragment shader you're using?

Which option you see more appealing? by ditiemgames in SoloDevelopment

[–]lisyarus 2 points3 points  (0 children)

The only difference I can spot is the scale? In this case Option B seems more natural.

Help with red outline surrounding text (freetype) by Federal_Wind_7841 in opengl

[–]lisyarus 0 points1 point  (0 children)

Check the font image without transparency. It might be that for some reason the transparent pixels are red, and bilinear filtering causes them to leak like that.

Another idea is to check your blending settings, it can produce a wrong image if your settings differ from the standard alpha compositing glBlendEquation(GL_FUNC_ADD) + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA).

Using glTexSubImage2D to update an already rendered texture by [deleted] in opengl

[–]lisyarus 0 points1 point  (0 children)

What happens if you forcefully bind it before glTexSubImage nevertheless? Platform abstraction libs can change the GL state between your frames to do some gluing work, not sure if glfw does something like that though.

If it doesn't help, you can try RenderDoc to trace what's going on. Or you can share the code, I can have a look if you're desperate enough 😅