Rendering Tiny Glades With Entirely Too Much Ray Marching
Автор: Graphics Programming Conference
Загружено: 2024-12-04
Просмотров: 84271
Learn how Tiny Glade’s custom engine draws lush meadows, fluffy trees, and player-created castles and towns. We’ll explore a range of bespoke techniques employed in the game, from real-time global illumination to tilt-shift DoF and stable shadows with continuous time of day. All running on 10 year old hardware, laced with excessive amounts of ray marching, GPU-driven rendering, and just the right sprinkle of ray tracing.
#gpc #tinyglade #pouncelight #buas
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