Tomasz Stachowiak
Washed-up renderologist working on #TinyGlade with @anopara.bsky.social; ½ of Pounce Light, ½ making sense ½ the time; he/him; 🦀
- Reposted by Tomasz StachowiakThis is pretty insane 😳😳
- And this right here is why ye olde tiled lighting would never fly in Tiny Glade :D (build by Omayli)
- Reposted by Tomasz StachowiakFinally online, the brilliant talk Pondering Orbs by Mikkel Svendsen on the rendering of the similarly brilliant game Cocoon youtu.be/8kS17jt38XQ?...
- In our next Tiny Glade update we'll bump the light limit from 32 to 32k while keeping the cost more or less the same. The small limit has been a cop out, as we didn't quite know how to render huge numbers of (screen-space) shadow-casting lights without severe performance degradation.
- Initially, I tried ReSTIR, but I didn't quite enjoy that even with a single light source it still produced noise. For our specific case it was kinda silly; I'd do all this complicated machinery just to end up denoising a known quantity.
- So I figures, why not just look up the light IDs stored in reservoirs and use them directly, ignoring the computed contribution weights? This way there's no noise from ReSTIR, and you don't need to be careful with resampling to avoid pretty terrible halo artifacts and/or crawling temporal noise.
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View full thread(But I've also just realized that there's 16 spare bits in each reservoir, which could be used to encode depth, and cheaply reject poorly fitting reservoirs, reducing the bias)