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Vladimir Komarov
@VrKomarov
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Graphics programmer at Lesta Games (prev Wargaming St. Petersburg) https://t.co/pHnDn8wJ1O https://t.co/b50GrWpZH9
Joined April 2012
RT @GPUOpen: Last July, we published a research paper about our upcoming geometry compression technology - DGF. 🔥 We're now releasing an #…
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RT @more_fps: We've just released NVIDIA RTX Kit - a collection of SDKs for developing next-gen rendering applications, including Neural Sh…
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RT @Kinakomoti2357: Bounded VNDF Sampling[Tokuyoshi, Eto. 2024] Implementation, and check sampling
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RT @NOTimothyLottes: Often overlooked aspect of GPU perf scaling Shaders run at two rates (1.) Cold I$ and K$ rate [significantly slower] (…
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RT @kechogarcia: You can use mine, which is multi pass and handles arbitrary sizes as well as indirect, and uses wave intrinsics. There's…
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@SergioCaires4 @GregKara6 You just put a volumetric material on the model and that's it. It can be an analytical volume or with VDB, and the same material is used, for example, on a glass of water and in the atmosphere of a planet, so it's not a specialized subsystem
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@Pjbomb2 But I believe ray marching also can be acceptably fast here (I will check that for heterogeneous volumes)
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@Pjbomb2 Thanks! I always used path traced volumes with pixel size details in this project. Here I use only single scatter (improved multiscatter is the next step) and standard inverse cdf approach for sampling but with some hacks for exp sphere shapes
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