Nguyễn Đức Long

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As far as I can understand, clipmap is a mechanism to load a part of the mipmap data into the memory, where the other part get "clipped" out. This is...

![Screenshot from 2019-06-03 16-44-03](https://user-images.githubusercontent.com/8206622/58792766-035c4e80-861f-11e9-83c6-22144d9e9162.png) For example, given 1 element inside the LOD 0 of the clipmap, if I have to calculate indirect lighting incoming from the region outside the clipped...

Here, I send you the processing time of each stages on my machine (in milliseconds) that I have taken few months ago. Voxel volume | 653 | 1293 | 2573...

The [clipmap paper](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.103.3067&rep=rep1&type=pdf) does mention the "texture memory cache": > 3.2 The Anatomy of a Clipmap A clipmap is an updatable representation of a partial mipmap, in which each level...

> The NVidia method is to pack "multiple levels of voxel texture with the same resolution" using a texture-type called a "2D texture array", and then to use the "WRAP"...

But hey, let's stop arguing about the clipmap and stuff. It has been my decision that I will implement voxel cascade. Here is the current implementation (except for dynamic and...

I just wonder if "Radiance Map" is the correct term in this context. It contains the lighting environment within a specific bounding volume, which comprises of emittance data (RGB) and...

> Do the cascades each have mipmap levels? Well, they don't. The basic idea of cone tracing is to start from mipmap level 0, and traverse up the mipmap level...

Im my thesis, I refer to this as lighting environment or lighting information.

I think that I'm close to releasing v0.0.1. There are a few issues left: + Support spot light, also unify the shading process of different types of light. + Support...