Jump to content

Josh

Staff
  • Posts

    23,339
  • Joined

  • Last visited

Profile Information

  • Location
    USA

Recent Profile Visitors

1,356,149 profile views

Josh's Achievements

Grand Master

Grand Master (14/14)

  • Well Followed
  • Dedicated
  • Conversation Starter
  • Reacting Well
  • Problem Solver

Recent Badges

14.6k

Reputation

612

Community Answers

  1. Introduction to Ultra Engine API  

    Here are some of the new API features you will find in Ultra Engine.
  2. Screen space reflections with roughness  

    This shows screen space reflections (SSR) with per-pixel roughness. Even without any temporal filtering / accumulation the results are still pretty smooth.
  3. GI specular with latency  

    I spread the GI calculation out over several frames and interpolated between the last two updates. This provides a pretty smooth transition while keeping the GPU load very light. This is running on a GEForce 1660.
    Music by white bat audio:  https://www.youtube.com/watch?v=KdXBDpB1hAY
     
  4. SSR + VXRT  

    Demonstration of screen-space reflections blended together with voxel raytracing for dynamic reflections that will run fast enough for VR on mid-range hardware.
    Background music by White Bat Audio: https://www.whitebataudio.com
  5. Screen-space voxel ray tracing hybrid  

    First typical screen-space reflections are shown, which fade out as the reflected object moves out of the camera view. Next is shown SSR combined with voxel reflections that take over when screen reflection information is not available.
  6. glTF PBR Features  

    Added support for clearcoat, sheen, and partial support for transmission glTF extensions.
  7. Real-time Global Illumination WIP  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  8. Real-time Global Illumination WIP  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  9. Real-time Global Illumination WIP  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  10. Voxel Cone Step Tracing - Edge Fade  

    The edges of the GI volume now fade as they go out of range. This can be used with the final GI stage to fade the effect out, or to smooth the transition between stages. It was difficult to get the code for this exactly right because the volume texture moves in increments with the camera.
  11. Voxel Cone Step Tracing WIP  

    Further refinement. Light leaks are mostly eliminated, using a fairly large voxel size of 0.25 meters.
×
×
  • Create New...