Sharing a fun visualization of how bins are rendered. Intentionally slowed down simulation, and the actual hardware itself has a lot of known optimizations to implement.
Green Square: GPU Clearing Tile
Red Square: GPU Drawing Triangle
Blue Square: GPU Storing Tile to Framebuffer
"CitizenCon 2953 The Future Of StarEngine" discussing atmospheric & cloud rendering, water simulation & rendering, raytraced GI (based on GI-1.0), cloth & hair rendering, shadows and destruction among others.
youtube.com/watch?v=Rx_AKG…
@john_goetz@Dry417@GameRant Not to mention the realtime Global Illumination. The light from the sun illuminates through the atmosphere in realtime. Causing realistic lighting situations like these. Impossible with baked lighting. Notice also the gas giant yellow bouncing onto the moon surface?
Working on a video now - the differences are staggering. Hopefully a big game like this can finally showcase the benefits of Lumen (and Nanite, of course) to the masses! Light actually behaves like light.
My favorite, simple rotation trick:
angle = time - sin(time);
This makes it smoothly start and stop every 2pi radians.
You can also rotate quarter turns like so
angle = time - sin(time*4.)/4.;
Demo code:
o+=length(max(abs((FC.xy-r*.5)*rotate2D(t-sin(t*4.)/4.))-.3*r.y,0.));
Mark your calendars for 11 April when 'Cyberpunk 2077' shows off its new Ray Tracing Overdrive Mode! 🤩 Learn more about this #newtech and how the game display will be altered with RTX. #raytracing (cc: @nvidia@Forbes) bit.ly/3Umyqho
an explanation of refraction. When a wave changes its speed and wavelength at a boundary, it must change its direction so that the amplitudes match up at the boundary
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