TechDev-U03QD9JGFLG

TechDev-U03QD9JGFLG

0-day streak
Here is some real-time rendering work I’ve been doing recently: 1. Stylized end sky using warped trochoidal wave patterns 2. Multiple scattering subsurface scattering approximation using a custom phase function & diffusion method 3. Implementation of Sebastien Hillaire’s multiple scattering atmosphere model using brute force LUTs
https://cloud-kxsp65h3x-hack-club-bot.vercel.app/0image.pnghttps://cloud-dykfmcv81-hack-club-bot.vercel.app/0image.pnghttps://cloud-rcbg01gvq-hack-club-bot.vercel.app/0image.png
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Albedo based volume scattering coefficient approximation based on a brute force random walk
https://cloud-i9iqkn1o5-hack-club-bot.vercel.app/0bildschirmfoto_2022-08-09_um_13.55.53.png
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Coloring stars with the help of Planck’s law of blackbody radiation
https://cloud-lrypwsu2y-hack-club-bot.vercel.app/0bildschirmfoto_2022-07-30_um_19.40.38.pnghttps://cloud-25gt0g88d-hack-club-bot.vercel.app/0bildschirmfoto_2022-07-28_um_01.17.07.png
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Now using exact fresnel equations for non-polarized material reflectance. Here seen with a global index of refraction of 1.5 / an f0 of 0.04 without any extinction.
https://cloud-460yrpn3k-hack-club-bot.vercel.app/0bildschirmfoto_2022-07-16_um_18.54.38.png