Commit Graph

  • 12b4129fb0
    (Path March v4) Split stuff (esp. settings) into common.frag master James T. Martin 2021-12-18 19:36:44 -0800
  • 69ea1d05cd
    Add option presets and (extremely sexy) dithering. * I'm soooo happy with how the dithering turned out. * Also I thought I added the presets last commit, but I managed to fail to add them somehow. James T. Martin 2021-12-18 02:26:06 -0800
  • e73620c588
    Add a bunch of quality of life features. * Option presets, for demonstration. * Continously average samples across multiple frames so you can render more than your GPU can handle in one go. * Saturation correction for overly-bright pixels. * Freeze and loop time. * Settings for TAA, camera position, and aspect ratio cropping. James T. Martin 2021-12-17 18:29:40 -0800
  • 6906779065
    Rewrite #4, preparing for volumetric marching 2.0. Added a ton of comments & docs, refactored, and *hopefully* now support medium/medium transitions and nested media well enough to work. Haven't tested that part yet, though. James T. Martin 2021-12-17 13:05:49 -0800
  • 63dac47c4d
    Third (only getting more correct) implementation of path marching. I'm preparing for volumetric marching and subsurface scattering, among other things. The renders look better now too, IMO. James T. Martin 2021-12-16 01:03:56 -0800
  • e79caacfde
    Second (much more correct) implementation of path marching. Also tiled/clamped perspective projection, temporal antialiasing, a real camera, and tons of path marching-related features which haven't yet been used to their fullest potential. James T. Martin 2021-12-15 01:28:17 -0800
  • 33fc8ef5bf
    Added my first path marcher. James T. Martin 2021-12-13 17:45:57 -0800
  • ebe3bfdcff
    New marcher calculates instead of approximating normals; fix artifacts in old marcher. James T. Martin 2021-05-20 20:25:48 -0700
  • 528b97bccb
    My first ray marching implementation, which I've been working on for a few days. James T. Martin 2021-05-19 21:06:49 -0700