StratusGFX
tinyrenderer
StratusGFX | tinyrenderer | |
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12 | 61 | |
618 | 19,486 | |
- | - | |
8.6 | 0.0 | |
about 1 month ago | 6 months ago | |
C++ | C++ | |
Mozilla Public License 2.0 | GNU General Public License v3.0 or later |
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StratusGFX
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Show HN: Realtime Global Illumination on Older Hardware [video]
Hi everyone,
A few months ago I posted here on HN about my open source 3D rendering engine. Since then I've been working on the new version which implements additional modern graphics techniques while still running on older GTX 10 series hardware.
This includes emission mapping, FXAA+TAA, better mesh LOD generation and selection, but the biggest one was an overhaul of the global illumination system.
The global illumination overhaul was the biggest aspect of the new release. The goal was better visuals than the previous version while maintaining equal performance. I wanted to outline how it works and what I had to do to make it work.
= How It Works =
* Direct lighting: Handled using standard rasterization pipeline with cascaded shadow mapping
* 2nd bounce of light: Approximated by a set of virtual point lights
* 3rd bounce of light: Not directly simulated but shadows are tapered to prevent harsh cutoff. VPLs can also be placed in open spaces to help spread light where it wouldn't be able to go without a true 3rd bounce.
* Adaptive sampling: maximum of 4200 virtual lights per frame are selected. Each pixel computes lighting using between 1 and 10 random samples based on object's distance to camera and whether or not the lighting history was recently discarded for that pixel (recently discarded = temporarily sample more heavily).
* Spatial resampling: each pixel can look at a few of its neighbors each frame. If the neighbor is a good fit it will merge that neighbor's samples into its own to increase the effective sample count.
* Denoise and temporal accumulation: 2 level wavelet denoiser combined with temporal accumulation to get rid of most noise and stabilize the image even when in motion.
= Maintaining Performance =
There are a few key ways that this version is able to both look better yet have the same performance as the previous version on the same hardware.
1) Reuse as much data as possible between frames. This is where the temporal accumulation aspect comes into play.
2) VPLs are updated slowly over many frames to prevent any single frame from halting the system.
3) With thousands of VPLs per frame, they can't all be factored in for each pixel. It's too much work. The approach was to instead sample from the set of VPLs randomly, reuse as much data spatially as possible, denoise the result and temporally accumulate 1 second worth of frames.
I'm very happy with the results! Roughly the same performance as the previous version but better visuals.
GitHub (open sourced under the MPL-2.0 license): https://github.com/KTStephano/StratusGFX
Image Showreel: https://ktstephano.github.io/portfolio
High-Level Tech Breakdown: https://ktstephano.github.io/rendering/stratusgfx/frame_anal...
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Show HN: StratusGFX – new release of my open sourced 3D rendering engine
Today I was able to release version 0.10 of my open sourced 3D rendering engine. It is the result of a few months worth of work.
The previous version was also posted here and received tons of feedback which greatly helped the project! Since then I've been working to add new features and refine existing ones.
GitHub: https://github.com/KTStephano/StratusGFX
Video showreel: https://www.youtube.com/watch?v=dj0wVxwd1ng
The biggest changes for this version include an overhauled global illumination system, FXAA+TAA, and better mesh LOD generation and selection.
- Realtime global illumination implementation progress
- Show HN: Yesterday I open sourced StratusGFX, a realtime 3D rendering engine
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Yesterday I was able to open source StratusGFX, a realtime 3D rendering engine written in C++
It's been closed source for a long time while I worked on it in a very on and off way, but yesterday the repo was made public for the first time under the MPL 2.0 license. Source code can be found here: https://github.com/KTStephano/StratusGFX
- StratusGFX: An open source 3D rendering engine I wrote with C++17 and OpenGL 4.6
tinyrenderer
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How to Become a Software Engineer ?
C++: How OpenGL works: software rendering in 500 lines of code
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From scratch OpenGL and shaders with raw Xlib
I don’t think that exists (I sure would like for it to), but until it does you could amuse yourself with:
- A 500-line (non-OpenGL-compatible) 3D rasterizer: https://github.com/ssloy/tinyrenderer/wiki.
- A “hello Wayland” app written in C without libwayland or anything else: https://gaultier.github.io/blog/wayland_from_scratch.html.
- A “hello X11” app written in x86-64 assembly(!) without libX11, libxcb, or anything else: https://gaultier.github.io/blog/x11_x64.html.
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Tiny Compiler – Writing a Compiler in a Weekend
the tinyrenderer[1] project has been on my todos forever now. glad to see the author is writing more self-paced programming projects.
[1]: https://github.com/ssloy/tinyrenderer
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Is there space in this field for extreme cases like mine ?
- Game development - Unity3D project based learning in C#: https://learn.unity.com/ - Graphics - There was another user on r/GraphicsProgramming the other day (who teaches Computer Graphics at his university) that linked their lecture series for the entry year of their course here: https://tamats.com/learn/realtime-graphics/ - Project based learning: https://github.com/ssloy/tinyrenderer/wiki - Rendering API tutorials: https://vulkan-tutorial.com/, https://learnopengl.com/
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How do I become a graphics programmer? – A guide from AMD Game Engineering team
There are a couple of excellent resources out there for implementing 3D rendering from scratch.
On that I cannot recommend enough is this github repo:
https://github.com/ssloy/tinyrenderer/wiki/Lesson-0:-getting...
If you are more of a visual learner, this guy is also a treasure trove:
https://www.youtube.com/watch?v=ih20l3pJoeU
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Ask HN: What books or courses do you know similar to "From Nand to Tetris"?
Other people have mentioned ray-tracing in one weekend
If anyone is really interested in graphics I would also recommend TinyRenderer
https://github.com/ssloy/tinyrenderer/wiki
This one is a CPU-based rasterizing renderer
Its good if you want to get a good understanding of what a GPU does underneath
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Trying to learn wgpu
I was in a similar position to you, and I first did this https://github.com/ssloy/tinyrenderer/wiki
- Where do I start learning graphics programming?
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Recommendation for graphics experimentation project
Yes, my thoughts exactly, shader!=program on GPU. It's just a code which calculates pixel color or pixel position. See for example this: https://github.com/ssloy/tinyrenderer/blob/master/main.cpp. It's not GLSL or anything uploadable to GPU yet it's still a shader.
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I have a few months to prepare for an interview. Is there a project that would get me at least part of the way there for the interview?
In terms of a project which would be worthwhile, I think building a software rasterizer from scratch is a useful first step. TinyRenderer is a great place to start. Looking at the high level overview of many graphics subjects, ScratchAPixel is a valuable resource. Theres also just great information in some of the rote graphics programming textbooks (Michael Abrash's Black Book fully available online from Jason Gregory, and this book is really interesting). The "RayTracer in a weekend" series is also (seemingly) very illuminating (no pun intended).
What are some alternatives?
bfg-repo-cleaner - Removes large or troublesome blobs like git-filter-branch does, but faster. And written in Scala
sokol - minimal cross-platform standalone C headers
git-rocket-filter - Rewrite git branches in a powerful way
raylib - A simple and easy-to-use library to enjoy videogames programming
BodySlide-and-Outfit-Studio - BodySlide and Outfit Studio, a tool to convert, create, and customize outfits and bodies for Bethesda games.
deko3d - Homebrew low level graphics API for Nintendo Switch (Nvidia Tegra X1)
Pangolin - Pangolin is a lightweight portable rapid development library for managing OpenGL display / interaction and abstracting video input.
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
Crafting Interpreters - Repository for the book "Crafting Interpreters"
tiny-renderer - A tiny sotfware 3D renderer in 100 lines of Python
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
Vulkan - Examples and demos for the new Vulkan API