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In this post I provide a simple update I made on the equirectangular projection shader for usage in my NervLand engine. Check the youtube video for more details 😎!

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End of last year I completed the initial port of the Precomputed Atmospheric Scattering algorithm in my WebGPU engine. But considering the complexity of this algorithm, before I even try to use it in a scene I feel I should really build some robust unit tests to validated all the computation steps. So this will be our goal here.

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2024/01/18 20:21 · 0 Comments

Lately, I've been trying to improve a bit on the quality of the videos I'm adding on my youtube channel. As part of this process I'm now using filmora to edit the video rushes, and adding a circular mask and border on my webcam view. Yet, this process is very tedious and time consumming. So the idea I have here is to try to automate this using tools such as moviepy and opencv for instance. Not sure yet the results will be correct, but I should try it anyway.

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2024/01/05 16:04 · 0 Comments

In this article, we resume our work on the proland integration, focusing on getting a first tile producer to work on top of our TerrainNode (ie. the Elevation Producer). This was definitely a critical stage, and this took a significant effort to get the first version working. And unfortunately, towards the end of the article I stopped taking notes on what I was doing since I was really burning my head on really tricky stuff. But anyway, we will resume this in the next devlog session ;-).

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Hi everyone! Having a short break from ProLand this time: here we will rather get back to our PBR investigations and try to display the DamagegHelmet “standard GLTF” model in NervLand. As usual, we will hit some road blocks, but that never stopped us before, right 😉? So let's get to it and see how this goes!

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Hi! In this article, I'm mostly focusing on the ElevationProducer from ProLand: trying to understand how it works and how I should implement it in my own engine (replacing OpenGL with WebGPU in the process). Overall not an easy task to do, but I'm making some progress at least.

The structure of the article is actually a bit fuzzy, with ideas going in multiple directions, and unfortunately, this work is still not completed, since I eventually decided I should try and move to a compute pipeline implementation to perform the actual tile generation. So we end up preparing support for the ComputePass and ComputeNode classes, and will continue on this journey in our next episode ;-).

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In this new devlog session I'm mainly focusing on introduction some of the base elements required to integrate/refactor the Inria ProLand project into NervLand: a pretty tricky task so this will definitely take some good time, but we have to start soemwhere, right ?

In this process we will also cover some additional steps, like some improvements on the Scene Management system, introduction of the TaskGraph and Multithread scheduler subsystem, extensions on the LogManager to support multithreading with appropriate performances, and we will also review how to extract some frustum planes from an (almost) arbitrary transformation matrix! Let's get started 😎.

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Hello my friends! In this new episode, we continue with our experiments on PBR: now that we have introduced support for IBL in our workflow, the next step will be to load the metallic/roughness data from textures. And in this process we will also use a few additional textures for the Albedo, Normals and Ambient Occlusion maps: all these together should result in a pretty advanced rendering result, so I'm really excited to get this example on rails 🤩

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Blog History

2017-09: 7 entries 2017-11: 1 entry 2018-12: 6 entries 2019-01: 5 entries 2019-02: 2 entries 2019-03: 9 entries 2020-12: 1 entry 2020-04: 5 entries 2020-06: 10 entries 2020-07: 5 entries 2020-08: 2 entries 2021-06: 5 entries 2022-02: 1 entry 2022-04: 6 entries 2022-05: 14 entries 2022-06: 5 entries 2022-07: 4 entries 2022-08: 1 entry 2022-09: 2 entries 2022-10: 1 entry 2022-11: 6 entries 2022-12: 1 entry 2023-01: 1 entry 2023-02: 2 entries 2023-03: 2 entries 2023-07: 9 entries 2023-08: 4 entries 2023-09: 3 entries 2023-10: 1 entry 2024-01: 2 entries 2024-03: 3 entries

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