Please refer to this blogpost to get an overview.
Replace *-INSTANCE with one of the public instances listed in the scrapers section. Replace CAPITALIZED words with their corresponding identifiers on the website.
Please refer to this blogpost to get an overview.
Replace *-INSTANCE with one of the public instances listed in the scrapers section. Replace CAPITALIZED words with their corresponding identifiers on the website.
| // Projects the specified position (point) onto the plane with the specified origin and normal. | |
| float3 projectOnPlane(float3 position, float3 origin, float3 normal) | |
| { | |
| return position - dot(position - origin, normal) * normal; | |
| } | |
| // Computes the shading position of the specified geometric position and vertex positions and | |
| // normals. For a triangle with normals describing a convex surface, this point will be slightly | |
| // above the surface. For a concave surface, the geometry position is used directly. | |
| // NOTE: The difference between the shading position and geometry position is significant when |
| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
| #pragma section(".remotery_code", read, execute) | |
| __declspec(allocate(".remotery_code")) | |
| static const uint8_t code[] = | |
| { | |
| 0x50, // push rax | |
| 0x9C, // pushfq | |
| 0x53, // push rbx | |
| 0x51, // push rcx | |
| 0x52, // push rdx |
| (** User Mathematica initialization file **) | |
| (** See https://reference.wolfram.com/language/tutorial/ConfigurationFiles.html for info on instaling this file **) | |
| (** Display graphics inline in iTerm2. I don't know an easy way to test if we're running in iTerm2 without looking at the process table. **) | |
| imgcat[image_Graphics]:=( | |
| WriteString[$Output, "\033]1337;File=inline=1:"<>ExportString[ExportString[image,"PNG"],"Base64"]<>"\007"]; | |
| Null | |
| ) |
A quick breakdown of lighting in the restir-meets-surfel branch of my renderer, where I revive some olde surfel experiments, and generously sprinkle ReSTIR on top.
Please note that this is all based on work-in-progress experimental software, and represents a single snapshot in development history. Things will certainly change 😛
Due to how I'm capturing this, there's frame-to-frame variability, e.g. different rays being shot, TAA shimmering slightly. Some of the images come from a dedicated visualization pass, and are anti-aliased, and some show internal buffers which are not anti-aliased.
| // Copyright (c) 2023 Tomasz Stachowiak | |
| // | |
| // This contribution is dual licensed under EITHER OF | |
| // | |
| // Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0) | |
| // MIT license (http://opensource.org/licenses/MIT) | |
| // | |
| // at your option. | |
| #include "/inc/frame_constants.hlsl" |