realtime glossy reflections
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Uploader Comments (chucktrier)
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All Comments (7)
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Please, can you tell more about operation system, textures,polygon count,... and licensing?
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this is cool , how did you do it with the refections
and can it be used for realtime gaming
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Hi and yes it is 32^3 volume, with no cascades. Which is fine for cornell box scene like this one. But for game scenes you need at least two cascaded grids.
chucktrier 10 months ago
Thanks the technique that i use here is called propagation light volumes, and there is a cool crytek paper on the subject. If you add a few ray marching steps you can also get pretty convincing glossy reflections.
chucktrier 1 year ago