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    • By bandages
      So, in real life, incoming dot normal at the silhouette is always 0.  With smooth shaded meshes, it never is, not naturally, not outside of contrived situations.  (Not with flat shaded meshes either, I guess.)
      And incoming dot normal is one of the bedrocks of CG.  Probably the equal of 4x4 matrix multiplication.  Problems with silhouette normals show up in Fresnel, in diffuse lighting, in environment mapping....  everywhere.  But I can't really find anybody talking about it.  (Maybe I'm not Googling the right terms.)
      Obviously, the problem decreases as poly count goes up, eventually reaching a point where it's dwarfed by other silhouette problems (like translucency or micro-occlusion) that CG doesn't handle well either.  But, if I'm reasoning correctly, normal maps don't improve the problem-- they're as likely to exacerbate it as improve it, and the exacerbations are, aesthetically speaking, probably worse than the improvements are better.
      I've tried playing with crude fixes-- basically, rotating normals toward incoming by a percentage, or of course clamping incoming dot normal (like we all have to do) to prevent it from bending behind the mesh.  Nothing I've tried looks good.  I suppose the best option might be to rotate normals to perpendicular to incoming at the silhouette and then interpolate to the nearest inflection point  of something like screen space depth to preserve curvature, but the math for how to do that is beyond me, and I'm not sure it would look any better.  Or maybe, instead, somehow, adjust the drawn silhouette to match the silhouette defined by incoming dot normal?  Not even sure how that would work, not if the normal was pointing away from incoming.
      I don't know-- is this a solvable problem?  Has anyone tried other stuff and given up, pursued anything that was promising but too expensive, anything like that?  Are there any papers I'm missing?  It's really surprising to me that I can't find anyone else talking about this.
      (Apologies if I chose the wrong subforum for this.  I considered art forums, but I felt that people frequenting the programming forums would have more to say on the subject.)
    • By vinibiavatti
      Hi there! I have one issue for now. I'm creating a RayCasting application, and for my floor and ceiling I'm trying to use Mode7 for rendering (I think this is easier to understand). but, I cant align the RayCasting walls with the mode7 floor. I use a rotate matrix to make the rotation of floor. Do you know what a need to think in the implementation to fix that? Or do you know if there is some tutorial explaining about it? Thanks!!! (Check the image below for understand)

      Here is my mode7 code:
      function mode7() { let _x = 0; let _y = 0; let z = 0; let sin = Math.sin(degreeToRadians(data.player.angle)); let cos = Math.cos(degreeToRadians(data.player.angle)); for(let y = data.projection.halfHeight; y < data.projection.height; y++) { for(let x = 0; x < data.projection.width; x++) { _x = ((data.projection.width - x) * cos) - (x * sin); _y = ((data.projection.width - x) * sin) + (x * cos); _x /= z; _y /= z; if(_y < 0) _y *= -1; if(_x < 0) _x *= -1; _y *= 8.0; _x *= 8.0; _y %= data.floorTextures[0].height; _x %= data.floorTextures[0].width; screenContext.fillStyle = data.floorTextures[0].data[Math.floor(_x) + Math.floor(_y) * data.floorTextures[0].width]; screenContext.fillRect(x, y, 1, 1); } z += 1; } }  
    • By DiligentDev
      The latest release of Diligent Engine combines a number of recent updates (Vulkan on iOS, GLTF2.0 support, shadows), significantly improves performance of OpenGL backend, updates API, adds integration with Dear Imgui and implements new samples and tutorials. Some of the new features in this release:
      GLTF2.0 support (loader, PBR renderer and sample viewer) Shadowing Component and Shadows Sample Integration with Dear Imgui library and Dear Imgui demo Tutorial13 - Shadow Map Tutorial14 - Compute Shader Tutorial15 - Multiple Windows Check it out on GitHub.
        
       
       
    • By neiji93
      how is the BSDF function used in the kajiya rendering équations ? We know that path tracing proivde an analytical solution and we saw the BSDF function at first time in the path tracing algorithm. After that, is there a way to use mutliple BSDF function in a full rendering process ? If you have some links to any books or website, please share it !
    • By Data7 Games
      Project Name: Rift One
      Role Required**: (Language - C#)
      - Dedicated Unity Programmers
      My Role: Project Lead
      Previous Projects: N/A
      Team Size: 6
      Project Length: n/a
      Compensation: Rev-share until we get funding.
      Responsibilities: 
      - Must know Unity. 
      - Must Know How Gitlab & Sourcetree work
      - Advanced Programming.
      - Friendly and chilled
      Project Description: An Sci-Fi FPS based in a alien world, where you, mark maxin are forced to enter a portal that transports you to another world.
      **Contact**: please Email us at data7games@gmail.com
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