| Commit message (Collapse) | Author | Age |
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Also:
* terrain gimmick
* makes some hardcoded shit into params
* add alternative normal evaluation methods
* stochastic method gives best results without getting into analytic
normals
* add FBM noise texture slot to improve perf
* add initial raytrace to sphere
* stabilizes appearance as camera moves
* add backtracking
* eliminates sharp lines without sacrificing perf
* fog 00 can render on a plane now, in addition to cylinder
* add epilepsy protection filter
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Also:
* optimize the ds2 terrain gimmick (ds2_11)
* use golden ratio + blue noise on marched fog
* add second sun to analytic fog
* fix gcd() implementation
* add faster rand2() implementation
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attempt to fix hypotrochoid normals
key insight is that multiplying normal by transpose(invert(jacobian)) of
transform should work, but it fucking doesn't
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Also overhaul how emitter planes are specified. Use normal and tangent.
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Also add iq's "almost identity" curve.
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Aces filmic is more accurate than just "aces".
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Use a nice "almost identity" function to create a smooth transition to
the clamped value.
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Looks better lol
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Small perf win
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Average LODs 9 and 11.
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Drop fbm, it doesn't contribute as much visual interest per FLOP as
domain warping.
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Uses iquilez's directional derivative model and a simplified lighting
model. Lighting is evaluated at each sample.
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Lower step sizes would gain energy.
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This lets us use a much higher step size before noise becomes too gross
to look at.
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Optimize cloning logic, and make each clone rotate independently of the
others when the explosion effect is active.
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* Minimize transcendental ops
* Minimize use of XU ops (e.g. rcp())
* Remove redundant terms (e.g. ao)
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* Rename albedo cutoff to alpha cutoff
* Add LODs for calculating fog density
* Use 3D noise texture to speed up density calculation
* Eliminate low impact octaves from density calculation
* Add support for multiple emitters
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Step size is now derived from density. Step size is reimagined as a
"quality" multiplier.
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