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GI specular with latency
Work in Progress - Started by Josh,
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
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Screen space reflections with roughness
Work in Progress - Started by Josh,
This shows screen space reflections (SSR) with per-pixel roughness. Even without any temporal filtering / accumulation the results are still pretty smooth.
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Ocean Rendering (WIP)
Work in Progress - Started by klepto2,
A first sneak peek for an realtime ocean renderer in UltraEngine.
Features:
FFT-Waves WhiteCaps Refraction / Transparency PBR Lighting model Quadtree based Frustumn subdivision for endless ocean rendering Todos:
Shore and object based waves and foam buoyancy and height readback flow maps -
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Imposters
Work in Progress - Started by Josh,
A quick overview of imposters, a nifty little built-in feature coming soon. This is mostly meant for use with the foliage system, but it works with regular models as well.
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