I implemented the FFT bloom so that it runs on the 3d scene now. I jacked up the intensity multiplier to 100 so it's more visible. You can see some cool things like the airy disk pattern and the lenticular halo surrounding the light.
There are still some artifacts from doing circular convolution causing it to wrap around the borders of the screen. Not sure how to fix that.
Probably the hardest part is left, and that is to create artist friendly parameters. I am leaning towards the controls that you might find in offline renderers.
Experimenting with screen space global illumination. It works by raymarching the depth buffer and uses the scene color to determine the amount of indirect lighting. Got a lot of bugs with the ray marching at the moment, but I think the indirect light still looks pretty good.
Implementing sky/environment lighting using SSGI. Gives results similar to path tracing, but you unfortunately get all of the usual artifacts from using screen space techniques.
A continuation from the previous post. I have been working on getting screen space global illumination working for the skylight. It's currently using 32 samples, which is an extremely high sample count, and still only a single bounce. I think its starting to look plausible, but still got a lot to do. References: https://developer.nvidia.com/orca/amazon-lumberyard-bistro
Replies
There are still some artifacts from doing circular convolution causing it to wrap around the borders of the screen. Not sure how to fix that.
Probably the hardest part is left, and that is to create artist friendly parameters. I am leaning towards the controls that you might find in offline renderers.
Blade Curvature
Blurs the spikes of the diffraction pattern.Obstacle Image
Glare Size
Size of the diffraction pattern based on image size.Conventional bloom (approximated by successively downsampling and upsampling the color buffer)
References
https://docs.chaosgroup.com/display/VRAY4MAYA/Lens+Effects
http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
http://nishitalab.org/user/nis/cdrom/pg/glare_m.pdf
References:
https://developer.nvidia.com/orca/amazon-lumberyard-bistro
Hi, I saw some of your stuff on youtube and there was a specific video I really needed to ask about, are you still alive?