To get ready for the comming project, I am looking into an customized shading model for the base material - the one with a minimal implementation of PBR and without any unnecessary built-in features for a better rendering performance. After digging into the PBR theories as well as this amazing article spacific about PBR in Unreal Engine, I finally pieced up the puzzle of the basic shading model.
I had quite a journey setting up the environment for OpenGL development. Lots of research was done while I was solving all the problems and here I documented my version of approach.
Chapter 3 and Chapter 5 study note of Ray Tracing: the Next Week. (Chapter 4 covered in previous post about Perlin Noise.) Implemented functionalities for generic solid texture and image texture mapping.
In VR development, because the motion of the first person character is precisely mapping the real players’ body(mainly hands) movement, the environment collision will never be able to prevent the player model from intersecting with the surrounding meshed. This is a well-accepted limitation of VR technique, however I personally feel it is a bit annoying if there is nothing done visually to address this fact.
Study of raytracing has been progressing into the second book Ray Tracing: the Next Week, which is a little bit more advanced. This post is going to focus on some notes about Perlin Noise implementation.
During my study of raytracing and browsing on Shadertoy, I have seen lots of different ways of implementing camera models for final rendering. Here is my summary for most of the solutions.
Shadertoy is an amazing place to see all sorts of creative shader demos and get inspired. I learned most of the shaders there which depict certain 3D geometries - simple or extremely complex (could also be procedurally generated) - are drawn using raymarching algorithm.
Thanks to the sponsorship of my company Archiact, I was given the opportunity to experience this year Siggraph with a full-conference pass. This 5-day conference was quite an informative and mind-blowing journey. During all types of events I had a great time getting involved with the CG community and learning from the best of the industry. Here I summarized my journey of Siggraph 2018 and documented all the related resources for future reference.
Chapter 9 study note. Breakdown topics about basic optic physics (refractive index, Snell’s Law, total reflection, Fresnel coefficients, Schlick’s approximation) and vector maths for calculating refraction ray.