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#pathtracing

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Doug Binks<p>Just realised that in my software GPU wavefront pathtracing I could implement efficient virtual memory by storing any 'page miss' paths and then sort by page, load/unload pages and process the relevant paths.</p><p>Does anyone know if this has been done before?</p><p><a href="https://mastodon.gamedev.place/tags/GPU" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>GPU</span></a> <a href="https://mastodon.gamedev.place/tags/PathTracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PathTracing</span></a> <a href="https://mastodon.gamedev.place/tags/Avoyd" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Avoyd</span></a> <a href="https://mastodon.gamedev.place/tags/RayTracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RayTracing</span></a></p>
juulcat<p>Path traced procedurally generated <a href="https://mastodon.gamedev.place/tags/voxel" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>voxel</span></a> world with the atmosphere volumetric shadows we fixed in the beta.<br>Download <a href="https://mastodon.gamedev.place/tags/Avoyd" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Avoyd</span></a> Voxel Editor and Renderer: <a href="https://www.enkisoftware.com/products" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://www.</span><span class="">enkisoftware.com/products</span><span class="invisible"></span></a> </p><p><a href="https://mastodon.gamedev.place/tags/voxelArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>voxelArt</span></a> <a href="https://mastodon.gamedev.place/tags/3d" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>3d</span></a> <a href="https://mastodon.gamedev.place/tags/MastoArt3D" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>MastoArt3D</span></a> <a href="https://mastodon.gamedev.place/tags/art" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>art</span></a> <a href="https://mastodon.gamedev.place/tags/digitalArt" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>digitalArt</span></a> <a href="https://mastodon.gamedev.place/tags/PathTracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>PathTracing</span></a> <a href="https://mastodon.gamedev.place/tags/render" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>render</span></a> <a href="https://mastodon.gamedev.place/tags/gameDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>gameDev</span></a> <a href="https://mastodon.gamedev.place/tags/indieDev" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>indieDev</span></a> <a href="https://mastodon.gamedev.place/tags/ProcGen" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>ProcGen</span></a> <a href="https://mastodon.gamedev.place/tags/VoxelEditor" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>VoxelEditor</span></a></p>
Waltteri<p>Implementing iridescence with thin film interference in my rendering engine!</p><p><a href="https://mastodon.social/tags/computergraphics" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>computergraphics</span></a> <a href="https://mastodon.social/tags/rendering" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>rendering</span></a> <a href="https://mastodon.social/tags/raytracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>raytracing</span></a> <a href="https://mastodon.social/tags/pathtracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>pathtracing</span></a></p>
Ghadeer Abou-Saleh<p>Retooting old stuff, after abandoning Twitter and migrating from another Mastodon instance:</p><p>This super-noisy video is the closest I got so far to real-time <a href="https://techhub.social/tags/pathtracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>pathtracing</span></a> with the simplest of materials and the simplest of geometry on my modest video card:</p><p><a href="https://youtu.be/wl55OijuaGo" rel="nofollow noopener" target="_blank"><span class="invisible">https://</span><span class="">youtu.be/wl55OijuaGo</span><span class="invisible"></span></a></p><p>The live demo could be found in the following link, but it could only work on browsers that support <a href="https://techhub.social/tags/webgpu" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>webgpu</span></a> ... and I have not tested it on platforms other than mine:</p><p><a href="https://ghadeeras.github.io/pages/path-tracing.html" rel="nofollow noopener" target="_blank"><span class="invisible">https://</span><span class="ellipsis">ghadeeras.github.io/pages/path</span><span class="invisible">-tracing.html</span></a></p><p>Though it looks quite primitive, it presented me with quite a few interesting challenges to try to reduce the noise (yes, it was even noisier!) and to handle multiple area lights.</p>