@aeva@mastodon.gamedev.place
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aeva

@aeva@mastodon.gamedev.place

I'm a just a small town AAA graphics programmer in Chicago. I worked on Gears 5 and Gears Tactics. My work is secret, but my personal projects are not.

I like to post about my personal research, various side projects, and I like to think out loud a lot. Expect weird humor, esoteric ramblings, and occasionally also art I made out of math. I like implicit surface modeling the normal amount. Amateur spoonie. 🏳️‍⚧️

Curses are just blessings with caveats.

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aeva, to random
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I added some lights to the splat renderer. The lighting is ray traced on the CPU and the colors are uploaded as new vertex colors for rendering.

The program is currently single threaded (I'm planning on moving it into a thread pool later), and the ray tracing loop is time constrained to ensure that the frame is always presented on time. If I were to raise the splat count further, the convergence time on the lighting and shadows would become more noticeable.

A hollowed out sphere with holes on opposite sides is seen rotating. Near each hole is a sphere to create interesting shadows within the hollow sphere. There are two moving lights above the object, one is a blue light and the other is an orange light. The lights cast hard shadows upon the rotating model.

aeva,
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It is worth noting that this is a C# program (and I think I forgot to switch it off of being a debug build), so that also adds some runtime overhead that limits the splat count. Rewriting this in C++ would allow the splat count to run much higher without amplifying the convergence artifacts.

aeva,
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@thomastc it's a surprisingly easy technique to implement. feel free to copy from my notes:

https://github.com/Aeva/tangerine/blob/chemical_lemonade/05_color_splats/Experiment.cs

aeva,
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@thomastc you probably don't want to use geometry shaders anyway http://www.joshbarczak.com/blog/?p=667

aeva, to random
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aeva,
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