Les Imbroglios d'Alexis Breust

De l'impro sans bugs et du code lâcher-prise.
Ray-tracing in 10ms: Ambient occlusion

The ray-tracing world - known to generate photorealistic images - is at our door. It's there, waiting for real-time 3D engineers to fully understand what it can do for them. In this series of articles, I'll describe my adventure to integrate this powerful new tool within my existing engine.

At 60FPS, you get 16.6ms each frame. I give you 6.6ms for your CPU stuff (updating the state of your world), which leave me with 10ms for rendering. If we want to ray-trace things, that's not a lot, we'll need to make clever concessions.

This is a first part of a series of articles. Let's start concretely and make a pass computing the ambient occlusion.

Game engine: Frustum culling

When you want to draw a big 3D scene with lots of contents, you want to minimize the number of draw-calls. One of the very first technique to implement is called Frustum culling, which consists of removing things that the camera cannot see.

This is the first part of a series of articles on 3D scene optimizations. More to come!

Deep Deferred Renderer

lava's render engine (namely magma) is meant to be recent standards efficient and, secondly, innovant. For the end-user, the renderer details are completly hidden. This small article explains what's behind an experimental renderer: the deep-deferred render.