2d GI Series #3 - Simple gi raymarching
The third part of the 2d global illumination series covering raymarching our scene with the help of the distance field we generated on the second part
•
____________________________________________________
T ================================================= |T
| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~|[L
| __________________________________________________[|
|I __==___________ ___________ . ,. _ . __ T|
||[_j L_I_I_I_I_j L_I_I_I_I_j /|/V||(g/| == l|
lI _______________________________ _____ _________I]
|[__I_I_I_I_I_I_I_I_I_I_I_I_I_I_] [__I__] [_I_I_I_]|
|[___I_I_I_I_I_I_I_I_I_I_I_I_L I ___ [_I_I_I_]|
|[__I_I_I_I_I_I_I_I_I_I_I_I_I_L_I __I_]_ [_I_I_T ||
|[___I_I_I_I_I_I_I_I_I_I_I_I____] [_I_I_] [___I_I_j|
| [__I__I_________________I__L_] |
| |
l__________________________________________________j
gamedev, tech, art and in-between
The third part of the 2d global illumination series covering raymarching our scene with the help of the distance field we generated on the second part
•The second part of the 2d global illumination series covering the runtime generation of the signed distance field representation of our scene using the JFA (Jump Flood Algorithm)
•The first part of the 2d global illumination series covering the setup of a minimal custom render pipeline in Unity game engine
•