youtube.com/watch?v=bwJgifqv…
Proud to present our paper: Augmented Vertex Block Descent
This is a new physics solver which can accurately simulate HUGE numbers of objects in real time! Demo code coming later this week. Checkout the project page for details: graphics.cs.utah.edu/researc…
If you are attending Siggraph this year, please come see our talk later today on Augmented Vertex Block Descent (AVBD). We will also be showing a live demo at Real Time Live shortly after!
Added post stabilization to the AVBD example implementation. This removes one of the tuning parameters, which should help make implementing the method a little easier: github.com/savant117/avbd-de…
This new sim method from Roblox Univ. of Utah runs 100 FPS, handles chains, cards, cloth - all the hard stuff - correctly. Even at 1 iteration, it beats old methods at 100. It's called Augmented Vertex Block Descent. You can try a mini version in your browser, for free. 🧠🔥 Full video here: youtube.com/watch?v=TzIKbjuS…
For anyone who is interested in implementing our new method Augmented Vertex Block Descent (AVBD), you can find the source code for the 2D demo implementation here: github.com/savant117/avbd-de…
You can also play with the demo in your browser!
graphics.cs.utah.edu/researc…
Showing off some different PBR materials and emissive lighting. Each voxel uniquely encodes its material information which includes metalness, roughness, albedo, and emissive.
Creating tools for building voxel worlds. Trying to emulate MagicaVoxel as much as possible. You can also paint voxels using "brushes" imported from .vox files. #magicavoxel#VoxelGameDev
Looking for some MagicaVoxel scenes to test my renderer. If anyone has any that they are willing to share, please get in touch! #magicavoxel#voxelart#VoxelGameDev
I added a few features to my @rustlang CSG pathtracer: day/night lighting, volumetric fog (thanks to @Atrix256@EzeroGames), and just for fun a subtle amount of color grading and vignette.
I think next steps will be to do something about that horrible ghosting.
Dynamic resolution plays very well with a fully raytraced pipeline. I can turn on all the bells and whistles while keeping 60 FPS on any DX11 hardware (this shot is from an Intel UHD 620). The voxel style seems to hide low resolutions very well.