Clément Foucault

151 Followers
42 Following
10 Posts
GPU graphics at @Blender
(EEVEE, Viewport & GPU modules).

meshoptimizer 1.1 is out!

Featuring two new major features, meshlet topology compression and opacity micromaps, as well as a few smaller features and improvements, it's a big release! Meshlet codec is heavily optimized for CPU decompression and output can be compressed further with Zstandard; opacity micromap rasterizer outputs hardware ready data representation and is fast and easy to integrate.

Boosts and repository stars are welcome! Like and subscribe!

https://github.com/zeux/meshoptimizer/releases/tag/v1.1

The Blender project remembers Germano Cavalcante, long-time Blender contributor. Our hearts go out to his family and friends in Brazil. https://www.blender.org/news/remembering-germano-cavalcante/ #b3d
@lisyarus An improvement is to tweak the fixed factor based on the variance overtime https://youtu.be/MyTOGHqyquU?t=2027
DD2018: Tomasz Stachowiak - Stochastic all the things: raytracing in hybrid real-time rendering

YouTube
@aras OMG why did I never heard of this. This is helpful in a lot of use cases.

@froyok The refraction function takes a ratio of IOR with source IOR over destination IOR. So for air to something that has IOR 1.5 it would be 1/1.5.

What you are seeing in your examples is the Snell's window (typically seen underwater).

@aras @billrey

Maybe... can't tell for sure. Have to evaluate it.

@froyok Interesting problem!

If each probe influence is "alpha blended" on top of each other, and then divided by the total alpha, you would get something seamless.

However, if sorting the probe by size is a problem (popping if order changes), one would need to use some kind of order-independent blending.

I personally used the sorting method, and sample only one probe using reservoir sampling.

@1st_C_Lord I don't see how that solves the lack of caching and filtering.

Since you do the raster from the camera view, I guess you would have to use some screen space blurring of shadows.

@1st_C_Lord
> You also have to emit a volume for each triangle in the geometry shader.

Isn't that just what shadow volumes (or stencil shadows) are?

https://en.wikipedia.org/wiki/Shadow_volume

The only new idea is that you would cull triangles using the HZB.

Unfortunately this technique is quite fillrate intensive, doesn't scale well to many lights, cannot cache the result of the shadowing, and cannot be filtered.

Shadow volume - Wikipedia

@demofox @aras Huge props to you (or whoever wrote the doc) for making the documentation that easy to understand. It is clearly dumb proof as I demonstrated 😄 .