You are browsing as a guest. Sign up (or log in) to start making projects!

7h 3m 56s logged

Today I focused on the lighting subsystem, specifically implementing shadow mapping techniques and enhancing the atmospheric rendering system. These improvements are crucial for achieving realistic lighting and depth effects in the voxel environment.

shadow_map: Implemented the shadow mapping algorithm, which includes creating a depth texture to store the distance from the light source to the nearest surface, enabling more realistic shadows.shadow_pcf: Developed percentage-closer filtering (PCF) for shadows to soften the edges of the shadow map, increasing visual fidelity. This involved setting up the filtering process within the shader pipeline.shadow_split: Introduced the shadow split technique to improve shadow rendering across varying depths. This includes calculating split distances based on the camera’s frustum to reduce artifacts.shadow_matrix: Added a shadow matrix computation to transform world coordinates into shadow map space, ensuring correct shadow projection during rendering.skyb: Began implementing the skybox atmospheric effects, specifically the skyb_atmosphere_clear_color and skyb_billboard. This includes color adjustments for clearer skies and setting up billboards for celestial bodies.shadow_stabilize: Stubbed out a shadow stabilization technique to reduce flickering and aliasing in shadow rendering, which will be fleshed out in future commits.code maintenance: Conducted minor cleanups and cosmetic tweaks across multiple files for better readability and organization, including renaming functions for clarity.
The current state of the shadow rendering system is functional with basic shadow mapping and initial atmospheric effects implemented. The next step will be to refine the shadow stabilization method and continue developing the full atmospheric rendering features.

0
2

Comments 0

No comments yet. Be the first!