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godmodder

Member Since 05 Nov 2005
Offline Last Active Dec 18 2014 09:36 AM

Posts I've Made

In Topic: Stopping a negative viral campaign against you?

28 October 2014 - 06:49 AM

Even if it were possible, do you even care to be respected by people who send you death threats over a Kickstarter project?


In Topic: Real world material - Torrance-Sparrow BRDF Params

16 October 2014 - 08:00 AM

Also, bear in mind there are plenty of materials for which fitting a Torrance-Sparrow won't give good results. For those difficult materials I almost always ended up approximating them with multiple isotropic or anisotropic gaussian lobes. Those have the advantage of analytical integration and convolution operations.


In Topic: What is your development environment?

01 September 2014 - 07:11 AM

1. Windows 8.1

2. Primarily windows machines, but I don't do anything to break Mac/Linux

3. C++ / Visual studio 2013 Ultimate

4. Boost / Qt / OpenGL / GLEW / GLFW / ...

5. Graphics research code for my PhD and 3D engines as a hobby

6. Visual Studio can be slow sometimes, but it's a price I gladly pay for its convenience.


In Topic: Space Partitioning on Sphere

30 July 2014 - 10:47 AM

You should take a look at Healpix if you want an equal-area division.


In Topic: Voxel cone tracing problem

06 June 2014 - 03:23 AM

Hi,

 

This is the method with 6 separate 3D textures:

 

ao_normal.jpg

 

And this is what I get with one big texture (or even 3 textures in which +X/-X  and -Y/Y   and -Z/Z fragments are merged)

 

ao_fucked.jpg

 

This is what I get with some offset distance in the shader code:

 

ao_lessfucked.jpg

 

As you can see, there is some improvement, but the artifacts never dissappear completely.


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