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Radikalizm

Member Since 05 May 2011
Offline Last Active Today, 01:58 PM

Posts I've Made

In Topic: Useful to learn fluid mechanics?

17 May 2016 - 05:11 PM

If you have an interest for it, then do it!

 

Various forms of fluid simulation are used in current gen games, from ocean rendering to particle based fluid simulations. I did some investigation into particle based fluid simulation on the GPU at my workplace as an investigation in making an over the top crazy looking blood splatter simulation, which was lots of fun.


In Topic: Question about Open World Survival Game Engines

29 April 2016 - 01:32 PM

A relatively experienced engineer will easily be able to adapt to any tool, especially if it's a well documented tool like Unity, Unreal or CryEngine. The tool should be chosen for the benefit of the project first, previous experience with the tool comes second.

 

Focus on what you know and do best, leave the technical decisions to the people who have the technical background.


In Topic: Question about Open World Survival Game Engines

29 April 2016 - 11:26 AM

You're going about this completely backwards. Normally seeing you gather a team of engineers based on your pitch (and proper compensation of course), and you let them decide what technology to use for the project, since they'll be able to make a much more educated decision than you ever will.


In Topic: C++ Self-Evaluation Metrics

14 March 2016 - 12:08 PM

8.

Everybody answers with 8.

 

We tend to always hear 7 in our interviews with junior (read: fresh out of school) candidates, where 10 is "You're on par with someone on the standards committee". It's a relatively "safe" estimate considering a candidate doesn't want to look bad when asked this question, although if you look at it on the scale we use a 7 is still quite high. C++ just has so many nasty complex aspects to it.

 

We don't hold these kinds of answers against a candidate though, we know that most people either over-estimate their own skills or just aren't aware of the full complexity of a language like C++, and that's completely fine.


In Topic: Diffuse IBL - Importance Sampling vs Spherical Harmonics

09 February 2016 - 02:03 PM

So I'm correct in assuming that you're using the same approach as your specular where you're sampling off of a fairly high resolution HDR cubemaps for your diffuse results?

If so, don't bother, because as you've figured out for yourself that will require a massive amount of samples to get working nicely as you're sampling the entire hemisphere rather than a focused area as you would with glossy specular materials.

 

What you could do here is filter and downsample a seperate HDR cubemap offline just like how you would approach filtering your specular mip levels for high roughness values, but just for your diffuse term. You can use a similar importance sampling approach to do this. This gives you a fairly tiny texture which should give very acceptable results with only a minimal amount of samples required. At this point you should consider just doing an SH representation though as that will give pretty much the exact same results (as you're dealing with very low frequency data anyway) with a lower memory footprint, but if you're not familiar with that just yet you can experiment with just the separate diffuse texture.

 

Whether you use an SH approach or a texture-based one will not make a huge change in the end result as we're dealing with very low frequency data here anyway. Spherical harmonics are just another way to represent your data, they're not a different way of generating that data. You'll still need to sample your diffuse data somehow before you can store it.

 

Additionally you won't need any type of LUT as your diffuse term is usually solely dependent on your normal vector, unless you're doing some expensive fancy diffuse model which is view-dependent or which takes surface roughness into account. Even if that would be the case, this usually results down to taking your fresnel factor into account somewhere which can be accounted for after sampling your diffuse IBL.

 

(PS: Dag Kevin, lang geleden!)


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