Evgenii Golubev
18998e01
Implement Beer's law fog
7 年前
Evgenii Golubev
adcfcfd6
Implement a very basic ray marcher for homogeneous volumes
7 年前
Evgenii Golubev
c4d1ae02
Optimize the volumetric lighting code
7 年前
Evgenii Golubev
7c8fbd71
Improve fog parametrization (+optimize)
Mean free path is now achromatic. All 4 scalar parameters can now be packed into a [0, 1] sRGB texture.
"Asymmetry" has been renamed to "anisotropy" in the UI (which is a more familiar term for artists).
7 年前
Evgenii Golubev
f24c6a35
Add analytical transmittance integration
7 年前
Sebastien Lagarde
2448888d
HDRenderPipeline: Minor improvement + code cleanup
- update the roughness remapping of refraction to better match
reflection probe
7 年前
sebastienlagarde
d1ac36f2
HDRenderPipeline: Fix issue with transmittance being a float and not a float3
7 年前
Evgenii Golubev
a46c0009
Merge the old volumetrics code (WIP)
7 年前
Evgenii Golubev
c212b126
Clean up the volumetric lighting code
7 年前
Evgenii Golubev
766db928
Clean up
7 年前
Evgenii Golubev
4e43b0ab
Add volumetrics to the HDRI sky
7 年前
Evgenii Golubev
43d373d4
TODO: should we divide by ray segment length?
7 年前
Evgenii Golubev
d4501639
Clean up
7 年前
Evgenii Golubev
fc439d60
Optimize ImportanceSamplePunctualLight() - more work is needed
7 年前
Evgenii Golubev
88791113
Replace FLT_SMALL with FLT_EPSILON
7 年前
Evgenii Golubev
7b797ff7
Merge branch 'master'
7 年前
Evgenii Golubev
87e85612
Refactor math constant defines
7 年前
Evgenii Golubev
8ee2d44f
Merge 'master'
7 年前
Evgenii Golubev
c16681df
Merge branch 'master'
7 年前
Evgenii Golubev
33d14b62
Share the light loop code
7 年前
Evgenii Golubev
fc06d6c6
Move V-buffer sampling to AtmosphericScattering.hlsl
7 年前
sebastienlagarde
d83489f4
Change ShaderLibrary to use REAL instead of float/half
7 年前
sebastienlagarde
ecdf681c
ShaderLibrary, change REAL to real
7 年前
Evgenii Golubev
016a51ff
Prepare the volumetric reprojection framework
7 年前
Evgenii Golubev
2b8a0127
Reproject voxel lighting only
7 年前
Evgenii Golubev
8df9f3db
Add some jittering
7 年前
Evgenii Golubev
a013ecb1
Improve the reprojection quality
7 年前
Evgenii Golubev
924b5cb4
Add a hack to reduce flickering due to undersampling
7 年前
Evgenii Golubev
0e919cf3
Add a TODO
7 年前
Evgenii Golubev
4d0996e2
Use HW trilinear filtering for V-Buffer sampling
7 年前
Evgenii Golubev
14a2be10
Implement biquadratic filtering of the volumetric lighting
7 年前
Evgenii Golubev
24634f16
Reduce the reliance on macros for sampling the V-Buffer
7 年前
Evgenii Golubev
389ea636
Move the volumetric lighting preset to ShaderConfig
7 年前
Evgenii Golubev
9ad0328e
Update comment
7 年前
Evgenii Golubev
abd2e6a8
Factor out VBuffer code
7 年前
Evgenii Golubev
c86b3214
Merge branch 'master'
7 年前
Evgenii Golubev
decbf974
Clearing a 3D texture doesn't seem to work
7 年前
Evgenii Golubev
ffea0999
Add more phase functions
7 年前
Evgenii Golubev
c1c33a32
Support asymmetry with reprojection
7 年前
Evgenii Golubev
4f293347
Fix issue with NaNs
7 年前
Evgenii Golubev
d1979a90
Update the reference
7 年前
Evgenii Golubev
0be42a4f
Use correct terminology: rename "asymmetry" -> "anisotropy"
According to d'Eon, asymmetric scattering occurs due to anisotropic phase functions in anisotropic participating media.
7 年前