oahda
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« Reply #440 on: August 16, 2018, 10:56:18 PM » |
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coooool
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eyeliner
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« Reply #441 on: August 17, 2018, 12:59:35 AM » |
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Was that your work, JobLeonard? The results are very good.
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Yeah.
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JobLeonard
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« Reply #442 on: August 17, 2018, 02:54:14 AM » |
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Holy shit no, I wish
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gimymblert
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« Reply #444 on: August 22, 2018, 12:45:56 PM » |
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gimymblert
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« Reply #445 on: September 01, 2018, 02:37:40 PM » |
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JobLeonard
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« Reply #446 on: September 04, 2018, 02:08:15 AM » |
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@Fast 2D shadows in Unity using 1D shadow mappingIsn't that basically the following with a few optimisations? (mentioning it as a point of comparison, for easier grokking) Detailed here is an approach to 2D pixel-perfect lights/shadows using shaders and the GPU. Because of the high fill rate and multiple passes involved, this is generally less performant than geometry shadows (which are not per-pixel). My technique is implemented in LibGDX, although the concepts can be applied to any OpenGL/GLSL framework.
The basic steps involved are (1) render occluders to a FBO, (2) build a 1D shadow map, (3) render shadows and sprites. https://github.com/mattdesl/lwjgl-basics/wiki/2D-Pixel-Perfect-Shadows@Horizon-Based Indirect Lighting (HBIL)Cool! Looks really good in motion: He also gave a seminar, for those who prefer that:
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gimymblert
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« Reply #447 on: September 05, 2018, 04:11:43 PM » |
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gimymblert
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« Reply #448 on: September 20, 2018, 06:25:09 PM » |
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gimymblert
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« Reply #449 on: September 21, 2018, 08:09:10 AM » |
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gimymblert
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« Reply #450 on: September 21, 2018, 08:40:07 PM » |
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JobLeonard
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« Reply #451 on: September 23, 2018, 11:46:29 AM » |
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By the way, another way to solve the tiling problem with procgen: Wang Tiles For Image And Texture Generation
We present a simple stochastic system for non-periodically tiling the plane with a small set of Wang Tiles. The tiles may be filled with texture, patterns, or geometry that when assembled create a contin- uous representation. The primary advantage of using Wang Tiles is that once the tiles are filled, large expanses of non-periodic texture (or patterns or geometry) can be created as needed very efficiently at runtime.
http://www.cs.ucr.edu/%7Evbz/cs230papers/cohen_wang_tile.pdf
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gimymblert
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« Reply #453 on: October 03, 2018, 04:22:09 AM » |
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gimymblert
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« Reply #454 on: October 03, 2018, 12:31:46 PM » |
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3D scanning for free! - Tutorial
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JobLeonard
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« Reply #455 on: October 04, 2018, 02:55:43 AM » |
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Wow, cool! Didn't know these tools even existed!
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gimymblert
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« Reply #456 on: October 04, 2018, 08:01:32 AM » |
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They existed before photogrammetry made the boom, before agisoft, but if you were to believe some people who bash me for it, it wasn't possible In fact I shared them in vaporware thread, but now there is significantly more accessible video due to the said boom of the techniques. Also use the delighting tool and workflow of unity to get better final result.
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gimymblert
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« Reply #457 on: October 04, 2018, 11:26:06 AM » |
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JobLeonard
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« Reply #458 on: October 12, 2018, 05:19:22 AM » |
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They existed before photogrammetry made the boom, before agisoft, but if you were to believe some people who bash me for it, it wasn't possible In fact I shared them in vaporware thread, but now there is significantly more accessible video due to the said boom of the techniques. People reject the unknown, even if it would benefit them Cool use of neural networks to generate textures:
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JobLeonard
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« Reply #459 on: October 15, 2018, 11:26:49 AM » |
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Does this count? My weekend project: implementing and experimenting with Adrian Secord's stippling algorithm https://beta.observablehq.com/@jobleonard/untitledOriginal, unbiased stipples, edge-biased stipples: https://imgur.com/a/qpDIjCRThe process is too slow for real-time (even if one were to port it and optimize it), but it may be useful for generating assets? Very good at creating a fake analogue look
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