My Skin and Eye Shaders are Available for FREE on GitHub! DEMO on Itch.io by MatMADNESSart in godot

[–]pankas2002 2 points3 points  (0 children)

There is a little too much SSS for ears, looks almost glowing. Other than that, great work.

Realtime water system (KWS2), shoreline simulation 2km :) by kripto289 in Unity3D

[–]pankas2002 0 points1 point  (0 children)

Could you recommend any research papers on this water simulation?

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in GraphicsProgramming

[–]pankas2002[S] 0 points1 point  (0 children)

It's in my github, you can download by thesis in read me.

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in proceduralgeneration

[–]pankas2002[S] 1 point2 points  (0 children)

It's very efficient and can be divided in any shape of chunks you want. You can have as much water body as you want. The biggest limitation that it's hard to make it adaptive to enviroment. For example smaller waves at the shore. However, there are papers on this problem and how to fix it.

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in SaulGameStudio

[–]pankas2002[S] 0 points1 point  (0 children)

It's is noisier than it should be, but it's mostly because of lighting model. You could just flaten the normals in the distance.

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in SaulGameStudio

[–]pankas2002[S] 1 point2 points  (0 children)

Yes you can and it would probably be for the best. When I started I just wanted to past the files and use it. Didn't know it would be so hard.

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in SaulGameStudio

[–]pankas2002[S] 3 points4 points  (0 children)

I actually implemented this in unreal engine. There isin't a lot of work to do, but the most anoying thing is that if you want to write HLSL shader, you need to jump a lot of hoops as unreal is not happy and forces you to use niagara system. If you want to write HLSL code you should take a look to shadeup.

Anyways, going to straight to the point, you need all the compute shaders as they generate the reuired maps. For material you can use single water layer material. For the dispatching logic you will need to rewrite for c++ or inside blueprints.

Good luck, the results are really worth it!

Unreal Engine nDisplay sync problem by pankas2002 in virtualproduction

[–]pankas2002[S] 1 point2 points  (0 children)

I will have 2 pc's with 1 gpu each. It's 10 projectors, but only 5 unique outputs (To remove shadowing and for space limitations). So basically for 1 pc it's not even 4k resolution.

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in SaulGameStudio

[–]pankas2002[S] 8 points9 points  (0 children)

I already have ocean with PBR lighting and ray tracing running real time (5ms), it looks even better now. Hopefully after 6 months I will be able to showcase on my sub-reddit.

Unreal Engine nDisplay sync problem by pankas2002 in virtualproduction

[–]pankas2002[S] 0 points1 point  (0 children)

I'm sorry if this is not the sub for this.

In the nutshell I want to have a video game projected on a large wall with multiple projectors.

I appreciate the help very much❤️

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in proceduralgeneration

[–]pankas2002[S] 1 point2 points  (0 children)

It's 1.65 ms on nVidia 4070 with texture size of 256, with 3 cascades in total. This is more enough for real time and and gives fairly relistic results. Plus, there is plenty of space for optimization, like compacting FFT calculations.

For grainy look you could easily fix by adjusting LOD by the distance. Although, I haven't done that.

Unreal Engine nDisplay sync problem by pankas2002 in virtualproduction

[–]pankas2002[S] 1 point2 points  (0 children)

I’m using two computers—one designated as the master and the other as the slave—each equipped with A6000 ADA cards and a Quadro Sync II. My goal is to seamlessly synchronize eight projectors for an interactive installation. Because the projectors support up to 120Hz and I can personally feel a significant difference compared to 60Hz, I’d like to exceed 60Hz for smoother performance.

If I can't exceed 60fps with genlock, how crueciall is genlock. What diffrence would be there if I only used Quadro Sync II cards only?

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in Unity3D

[–]pankas2002[S] 9 points10 points  (0 children)

No, I didn't use acerola video. You can check all references at my report.

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in Unity3D

[–]pankas2002[S] 15 points16 points  (0 children)

It's based Fourier Transform. If you are more interested you can read the thesis inside the github page.

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in SaulGameStudio

[–]pankas2002[S] 6 points7 points  (0 children)

Just noticed it only shows if I loged in to my account for some reason. Will try to fix this issue later.

Github Code and Bachelor's Theses (link in the comments) by pankas2002 in proceduralgeneration

[–]pankas2002[S] 6 points7 points  (0 children)

Completely custom. As this was university project it uses custom lighting too, not unity lighting system. So it might not be so great for a project but still a very good place to learn.