Archived source from link Version 0: brute force recursive sampling Version 0.5: Russian Roulette Version 0.75: BRDF sampling Version 1.0: direct illumination Version 1.0m: direct by multiple importance Version 1.1: sharing the BRDF ray Version 0: brute force recursive sampling The idea of path tracing is to use Monte Carlo to co... Read more 19 Aug 2024 - 4 minute read
A post of all mathmatical descriptions and diagrams for rendering and path tracing theories that I found inspiring. Mainly based on the open courses Rendering (186.101, 2021S) by TU Wien, and few references to pbrt. Light Light integral over the hemisphere Solid angle Differential term conversion Light integral ov... Read more 15 Aug 2024 - 8 minute read
This post is the second part of my study notes on breaking down yumcyawiz’s project glsl330-cornellbox. This time will focus on the shader side of the renderer and look into the real implementation of path tracing in GLSL. Overview Vertex shader rect.vert Fragment shader pt.frag Overview and main() function Compute radian... Read more 20 Jul 2024 - 16 minute read
This post first listed the common implement choices for path tracing with resources. But the main goal is aiming to break down yumcyawiz’s project glsl330-cornellbox. This project is a brilliant demo of path tracing implemented using GLSL shader code, but is presented interactively as a standalone executable using basic OpenGL and Imgui in C++. ... Read more 19 Jul 2024 - 15 minute read
I haven’t explored ray tracing and path tracing techniques in a while. Recently, I stumbled upon this cool workshop that got me excited about diving back into the topic. It’s a chance for me to approach path tracing and its implementation in a whole new way and document my journey along the process. :) In this post I will follow the structure o... Read more 15 Jul 2024 - 18 minute read
It’s been a long time since I last explored the theories and implementation of ray tracing through the amazing Ray Tracing in One Weekend. Recently, I decided to revisit the topic. I’ve read many related books and articles and have improved my tech stack necessary for its implementation. In this and upcoming posts, I plan to share my new unders... Read more 01 Jul 2024 - 7 minute read
List View is a useful type of widget available in Editor Utility Widget Blueprint (EUW). During editor tooling in Unreal Engine, there are many cases require querying assets or actors and display them as a list. One of the recent tools I worked on will list out all the cinematic cameras in the level as a list view widget (a subset of tools for ... Read more 01 Apr 2023 - 3 minute read
Manipulating Post Processing Materials (PPM) and Post Processing Volume actor (PPV) in blueprint utility scripts could be tricky sometimes. Here I documented some tips for future reference. Get PPM properties Get a PPV actor then get its Settings (type is Post Process Settings Structure). We can Get All Actors Of Class then pick the 1st actor ... Read more 01 Mar 2023 - 1 minute read
A list of interesting talks at Siggraph 2022. All with recorded video available. Birds of a Feather Shared Technologies: What’s Unique and What VFX, Game Dev, and Metaverse Workflows Have in Common Khronos Fast Forward GLTF Advanced PBR Material Parameters in glTF Delivering Interactive Experiences with glTF How ... Read more 11 Aug 2022 - 2 minute read
During my study on implementing raymarching shadertoy in Unreal Engine, I constantly got confused by the algorithm simply because I cannot keep a clear and stable visual model of it in mind. A good way to drill how the algorithm works is to output some debug images to visualze the scene. A refresher The shader program runs for every pixel ... Read more 01 Mar 2022 - 5 minute read