The Graphic Guy Squall

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SquallLiu
April 03, 2024
Unheard Engine: Adding refraction material & Efficient ray-traced reflection.

Quite a change since the last time! Added refraction material and efficient ray-traced reflection.

The RT reflection itself costs around 1.0ms @1440p with 4070Ti. Total rendering time is around 2.0ms now. Without a use of modern upscalers.

Both rendering take care of the blurry with low smoothne…

26,323 views
SquallLiu
November 04, 2023
Unheard Engine: Adding HDR image import, BC6H Compression, Cubemap editing and miscs.

Following up the previous post.

I added HDR image import, BC6H compression and cubemap tool this time. Also integrated the ImGui as current GUI solution.

To be honest, there are more refactoring and bugfixes in this sprint and only a few runtime features. But I think it's also important to review the…

1,663 views
SquallLiu
September 30, 2023
Unheard Engine: Spot lights, HDR support, and compliation-free parameter node in material graph.

Follow up to the previous one. For my Vulkan mini-engine.

This time, I added the spot light component which benefits from light culling as well. The HDR support (HDR10 standard).

Compliation-free parameter node, that is, if the graph doesn't change at all. When modifying a parameter node, I don't nee…

1,964 views
SquallLiu
September 03, 2023
Unheard Engine: Point lights and texture compression.

Follow up post to the preivous update. I added the point light and texture compression in my Vulkan miniengine this time 🙂

Two small testing of the features as shown in the video. The point light implementation includes lighting, culling and ray traced shadow.

The texture compression now includes BC1…

1,840 views
SquallLiu
July 14, 2023
Unheard Engine: Adding translucent pass, misc optimizations and refactoring.

Follow up post to the Build a material graph system from scratch.

This time I've added the translucent pass, misc optimizations and some refactorings in my mini Vulkan engine.

The translucent objects also interact with ray tracing shadow, TAA well. The performance is also much better than my previous…

2,271 views
SquallLiu
June 26, 2023
Vulkan - Bringing material data to ray tracing shader and differentiate them.

A follow up post after I added material graph system in my mini engine.

To be more specific, it should be “bringing material data to a hit group shader and differentiate them”.

The result is almost the same as the previous demo. But it can differeniate the material in the ray tracing shadow now.

§Over…
2,445 views
SquallLiu
April 22, 2023
Unheard Engine: Build a material graph system from scratch.

Follow up the previous post. This time I tried to create a material graph editor in my mini Vulkan engine. (Almost no “Vulkan” point in this post though)

I used to just expose a few “fixed” parameters like diffuse color, bump scale, opacity...etc in an editor. That would be much easier but I want to…

5,539 views
SquallLiu
December 10, 2022
Unheard Engine: Preliminary optimizations.

This is the following up post with my previous post 2 months Journey of Vulkan Learning.

After the first version, I applied a few optimizations to UHE. Drawing with 13435 batches cost only ~3ms now! With the parallel submission.

The batches are even not merged at all. I've not implemented static batc…

20,779 views
SquallLiu
November 20, 2022
Unheard Engine: 2 months Journey of Vulkan Learning

*!Long article warning. If you're the type of observing codebase directly. Referring to the project link at the bottom of this post.

All contents below are just forwarding from my word press post.

========================================================================================================…

9,213 views
SquallLiu
November 16, 2020
Squall's D3D12 Rendering - MultiThread Rendering/DXR Ray Tracing

Github Link: https://github.com/SquallLiu99/Squall-D3D12-Demo​

Full Project & Executable File link are on the bottom of this article.

Custom demo of D3D12 Rendering.
It's not the best but it's how I try to maximize the advantage of D3D12.
I borrow the Unity's asset system to get all resources as I…

13,783 views
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