@froyok@mastodon.gamedev.place
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froyok

@froyok@mastodon.gamedev.place

Aka Lady Bloom.

Principal Product manager on Substance 3D Painter :substance:, but stay up at night to fiddle with shader stuff.

Speaking French/English.

#gamedev #art #unrealengine #substance #opengl

nobot

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froyok, to random
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I wanted a copy of GPU Pro 4 in my hand, so I bought one online (and they are pricey nowadays).

Just received it.
It's incorrectly printed. ๐Ÿซ 

It was sent from a small UK shop, I'm surprised they let it pass like that.

I'm sooooo disappointed...

froyok,
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@GabeMoralesVR Hmm, this will be a last resort option to me because if I can pay the authors I wouldn't mind.

froyok, to random
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I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? ๐Ÿค”

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok,
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Working on my cubemap generation pipeline I was still puzzled on why the IBL would be so strong compared to the actual lights.

I decided to verify that my PBR wasn't broken by using red PBR balls this time and well...

froyok,
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Took me a day to figure out what was happening.
After checking my code a few times I isolated it out on being related to the DFG LUT.

Inverting its value (one minus) was somehow fixing the shading and brightness issue. This was very confusing.

Then I extracted the LUT from Filament and compared it from Learn OpenGL and mine.

Here is what they look like in Designer:

froyok,
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Notice what's wrong ?

Filament LUT use swapped Red and Green channels in its LUT.
My initial one minus trick was just a lucky fix. I'm glad I took the time to figure out what was happening.

In their doc, Filament doesn't mention that swap: https://google.github.io/filament/Filament.md.html#table_texturedfg

Anyway, once I figured this out, the fix was immediate and my shiny balls were now looking great:

froyok,
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So once that was working, I quickly hacked in parallax correction for the cubemap and overriden Sponza floor to be mirror-like.

It now looks really great ! Time to clean up the code and expose everything on the editor side. :D

A looping gif of a camera panning inside Intel's Sponza scene. The floor reflects the pillar and a neon light.

froyok,
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@frguthmann That's the issue with scary math like that, I'm too afraid to read it properly. :p

froyok,
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@nick It's pretty fresh and requires specific hardware I believe, it just got introduced in DX12 so I don't know about OpenGL and also my framework would need to support it too which isn't the case yet.
Anyway, BC6h is the ideal target here. :)

froyok,
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I'm looking at ways to store my shadow volumes resulting binary mask in the form of a bit mask.

The goal is storing something like 32 shadows into an RGBA8 texture to sample it later when rendering object.

Doing so will allow me to render the lit object only once (while doing IBL + casting lights + other lights).

froyok,
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But today I played again with the idea of mesh based light shafts.
I asked a colleague for help and it got me some convincing results !
This is basic depth evaluation, no analytical formula yet.

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