Unified Volumetric Lighting with Clustered Shading
Better Integration

Better Integration

As noted in DICE presentation on volumetric rendering, it’s necessary to integrate the transmittance over the froxel depth. In their presentation...

Screencaps

Screencaps

In this post I will just drop a lot of different interesting/cool/weird (etc) screen shots and videos     Before...

Low Resolution Rendering

Low Resolution Rendering

This post concerns low resolution rendering – rendering to lower resolution and then upsampling to full resolution in order to...

Ideas & Problems

Ideas & Problems

In this post I will continuously try to highlight potentialproblems with what I am trying to build/achieve/analyse Equiangular Sampling I...

[draft] Volumetric Rendering Introduction

[draft] Volumetric Rendering Introduction

In computer graphics the assumption that light only interacts with surfaces in the geometry is often made, not accounting for...

Dithering

Dithering

To further reduce necessary sampling count per pixel I have started to look at a simple technique called Interleaved Sampling,...

Gaussian Blur

Gaussian Blur

Higher frequency shadow map variations can introduce some very noticeable artifacts which can be parried to some extent by applying blur to the...

Modern Graphics Pipelines

Modern Graphics Pipelines

My thesis explores volumetric ray casting with clustered shading. Lets quickly go through some important different shading pipelines that lead up to...

Literature

Literature

In this post I list and describe important articles, papers and algorithms that are relevant for unified volumetric rendering with...

Current Situation

Current Situation

I’m doing my thesis at Fatshark and in the Stingray engine, and so the subject will be determined to a...