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Author Topic: Fast fake montecarlo for raymarching - Now with fragmentarium script!  (Read 9461 times)
Description: a rendering technique to quickly produce DOF,AA,Soft Shadows and Reflections
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DaveH
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« Reply #30 on: December 01, 2013, 09:44:00 PM »

I thought I'd join in the fun. smiley
I'm using this technique for rendering grass blades. It's done entirely in Shadertoy.
<a href="https://www.youtube.com/v/jXvpjnNSnKY?fs=1&amp;amp;hl=en_US&amp;amp;hd=1" target="_blank">https://www.youtube.com/v/jXvpjnNSnKY?fs=1&amp;amp;hl=en_US&amp;amp;hd=1</a>

This technique is a strikingly robust, and produces really nice alias free grass. Amazingly I'm getting away with only using 15 loops and it still manages to create a great grass illusion. Marvelous!
Thanks all.
Shadertoy version:-
https://www.shadertoy.com/view/Xsf3zX
« Last Edit: December 12, 2013, 03:37:23 PM by DaveH » Logged
eiffie
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« Reply #31 on: December 02, 2013, 05:42:22 PM »

Glad you've joined Dave. If you experiment with using this to paint polygons let us know how it goes!
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DaveH
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« Reply #32 on: December 02, 2013, 06:59:10 PM »

Thanks!
Yeah, it'll get no spiky silhouette as it will only look like bump mapping of course - but, it doesn't look like a standard texture either so I think it'll make a great grassy illusion. It may be even faster if I use a Voronoi texture, although that will be a lot of look-ups.
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DaveH
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« Reply #33 on: December 12, 2013, 03:18:41 PM »

Here I've use the distance squared and collected just the normals. A surprisingly good fog can be made by simply adjusting the alpha.

Shadertoy:-
https://www.shadertoy.com/view/Md23Wz

Video without the fog:-
<a href="http://www.youtube.com/v/2eSb8zB4dBo?fs=1&amp;amp;hl=en_US&amp;amp;hd=1" target="_blank">http://www.youtube.com/v/2eSb8zB4dBo?fs=1&amp;amp;hl=en_US&amp;amp;hd=1</a>
« Last Edit: December 12, 2013, 03:34:01 PM by DaveH » Logged
eiffie
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« Reply #34 on: December 12, 2013, 05:30:51 PM »

I like the distance squared look even if it isn't "correct". It works well with clouds too.
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DaveH
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« Reply #35 on: December 12, 2013, 06:56:52 PM »

I found the focus change too linear without the square.
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cbuchner1
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« Reply #36 on: December 12, 2013, 09:23:32 PM »


aaah, too bad. My shiny new nVidia GTX 780Ti barfs on this shadertoy script (running it in Firefox 25.0.1). window stays black, Firefox stops responding. Putting the card back to mine litecoins so it can pay for itself. ;-)

UPDATE: worked in Chrome. Ran smooth in Full HD full screen (gently pats his GTX 780Ti)

UPDTE2: I've opted into the Firefox beta channel, maybe that's why all the debug information was enabled?

Christian

« Last Edit: December 13, 2013, 10:40:35 AM by cbuchner1 » Logged
DaveH
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« Reply #37 on: December 12, 2013, 09:29:40 PM »

The recent Firefox updates appear to have ALL the debug information turned on and barfs at most of shadertoy, well it does here.
Try Chrome!  smiley
« Last Edit: December 12, 2013, 09:40:04 PM by DaveH » Logged
3dickulus
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« Reply #38 on: December 12, 2013, 11:40:57 PM »

running FF 25.0 on linux here with no problems on shadertoy, nice work btw  A Beer Cup
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You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
DaveH
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« Reply #39 on: December 13, 2013, 02:53:24 PM »

I've not idea why Firefox is so slow on PC now, Inigo at Shadertoy told me about the debug stuff, it's not a Beta thing.
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knighty
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« Reply #40 on: December 13, 2013, 11:05:47 PM »

Great work Dave! the wave
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eiffie
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« Reply #41 on: December 14, 2013, 05:20:35 PM »

I think I would call the distance squared blur "atmospheric blur". The result of rays minutely reflecting and refracting off particles and droplets in the air. It gives a hint of great distance where the linear DoF calculated from a focal point and aperture can give the hint that the object is tiny (compared to the camera's aperture). I will have to include both in my script now.
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DaveH
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« Reply #42 on: December 14, 2013, 05:46:13 PM »

I am using it as more of an atmospheric thing though (probably a mistake, being Mars, but hey). For landscapes you need a very high depth of field, adjusting the aperture to be very small to get everything in focus.

To have such a small area in focus doesn't seem right, mostly because it makes everything look small like viewed through a macro lens.

This effect has been all the rage lately, as you see from these perfect examples of the toy like 'Tilt Focus' here:-
https://www.google.com/search?q=tilt+focus&espv=210&es_sm=122&source=lnms&tbm=isch&sa=X&ei=_oesUpbeIKvH7Aa9lQE&ved=0CAkQ_AUoAQ&biw=1920&bih=954




.
« Last Edit: December 14, 2013, 08:33:48 PM by DaveH » Logged
3dickulus
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« Reply #43 on: December 15, 2013, 08:05:59 AM »

Quote
To have such a small area in focus doesn't seem right
I agree, it's ok if you're going for the "lego land" look
Quote
(probably a mistake, being Mars, but hey)
the atmosphere on Mars is motly CO2 ? a heavy gas with a different refractive index than what we're used to looking through. I'm sure that when we get humans up there we'll know for sure but until then I think it's ok to allow for some creative artistic interpretation.
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Resistance is fertile...
You will be illuminated!

                            #B^] https://en.wikibooks.org/wiki/Fractals/fragmentarium
eiffie
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« Reply #44 on: December 15, 2013, 05:16:58 PM »

Hey those pics are cute. Definitely nice to have the option to do it both ways. It would be hard to mimic the distance squared blur with Monte Carlo rays so another plus for SoC.
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