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.
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.
@VegaHarmonia the model is a SDF, and I cast 20k random rays at it and placed a splat on each rayhit. The splats are paraboloids more or less aligned like billboard sprites in view space.
A good reason to use colour rather than color in your code is that colour has the same number of letters as both albedo and normal so you can align your code better.
Does anyone know of any code laying around the net that distributes points on a mesh in a blue noise distribution?
A student intern i work with is looking for this. It's tempting to write it, but im also kinda swamped :X
ok so it only took me two months of having a new laptop to realize this but I just realized tonight that I finally have a decent portable to use with the realsense camera I got like three years ago and then stuffed into a drawer. Which is to say, that I remembered that I have a 3D camera, and yes