Johnathon Selstad
Johnathon Selstad
> Interesting. My original code was doing two horizons, but I found it wasn't needed (and doubles the amount of samples you need). How I think it should work is...
Alrighty, as of now, I have three versions: GLSL Port of SSRT3 (this is the best atm): https://raw.githack.com/zalo/three.js/feat-ssilvb/examples/webgl_postprocessing_ssilvb.html GLSL Port of cybereality's simplification: https://raw.githack.com/zalo/three.js/feat-ssilvb-cybereality/examples/webgl_postprocessing_ssilvb.html TSL Port of the GLSL port...
It also occurs to me that (when I figure out the GI half) this technique should probably also handle Screen Space Reflections (and maybe contact shadows), since it’s already tapping...
I think reflective surfaces don't accumulate AO or GI in the same way that diffuse surfaces do. A mirror doesn't need AO or GI... there's a continuum between diffuse reflection...
It’s seems like AO is in the air 😅 https://x.com/sonic_ether/status/1848025383028871649?s=46 Time to find out if there are any tricks we’re not using yet… perhaps something good in here: https://x.com/mirko_salm/status/1833211198009184650?s=46 EDIT:...
Had a go at porting the GT-VBAO shadertoy by @Mirko-Salm : https://raw.githack.com/zalo/three.js/feat-ssilvb-gtvbao/examples/webgl_postprocessing_ssilvb.html Observations compared to the [SSRT3 (original "VBAO") version](https://github.com/mrdoob/three.js/issues/29668#issuecomment-2421567418)... - There's a lot more contrast, dark areas go all...
Thank you for the advice; I really appreciate the work that you've done on this! With interleaved gradient noise, the noise pattern now seems to match the other implementations... however,...
Scratch the other denoiser suggestions; the three.js denoiser looks insanely good in comparison to them 😅 Enabling the temporal jitter with the denoiser starts to look really good on my...
@Mirko-Salm I’m glad you mentioned that; I actually switched it to the normalized version while porting since the first version didn’t render correctly in three.js 🫠 https://github.com/zalo/three.js/blob/58d5c9d5e9e509e0f1bd75af70b7fbfbb089526d/examples/jsm/shaders/SSILVBShader.js#L1150 I suspect the...
> I think the visual difference should be more subtle though (maybe there is a sampling problem in the three.js SSRT3 implementation?). > It looks like a lot of details...