Comments (3)
@dmnsgn here is what i mean by bright spots / fireflies. This might be from bugs in importance sampling or not enough blur. I think in current pex-renderer version i blur the original octahedral map into mipmap levels and sample from them but it's simple downsampling and not soft gaussian blur (not sure if that would be accurate). I do know ThreeJS blurs the reflection levels more.
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About seams:
Engine Work: Global Illumination with Irradiance Probes
https://twitter.com/RealtimeVFXMike/status/1221525778359144450
https://twitter.com/Dan87626237/status/1220048547103563777
https://twitter.com/val_sagrario/status/1231771907437010949?s=20
float2 Encode( float3 n )
{
n /= dot(1, abs(n));
float2 wrap = ( 1.0 - abs( n.zx ) ) * ( n.xz >= 0.0 ? 1.0 : -1.0 );
n.xy = n.y >= 0.0 ? n.xz : wrap;
n.xy = n.xy * 0.5 + 0.5;
return n.xy;
}
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production
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More recent "scratches" example of insufficient filtering.
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Related Issues (20)
- Layer system
- Reflection map prefiltering improvements HOT 5
- Provide default values when creating light components HOT 1
- Add support for attribute.dirty HOT 2
- Allow shadow map size customisation HOT 1
- Prevent camera helper rendering when rendering from the same entity camera component
- Renderer crashes on directional lights that don't cast shadows HOT 1
- Something is broken
- Directional light entity helper should not grow with light intensity HOT 9
- Maximum call stack size exceeded HOT 3
- Add basic render engine example
- Default skybox sunPosition HOT 1
- PostProcessing cleanup HOT 1
- Add custom attributeMap
- Camera clear color should be in linear space HOT 1
- [v4] material receiveShadows is not used
- PCSS shadows are camera dependent
- Bring light.radius range from 0...shadowMapSize to 0..1
- Line thickness is viewport aspect ratio dependent
- [glTF] xmag and ymag in glTF loaders shouldn't be halved
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