Skip to content

CampbellOwen/rust_d3d11

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

30 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

rust_d3d11

Features

  • A decent start at a clean design encapsulating a render pass.
    • The idea is to describe the render pass in terms of its pipeline state and the attachments, both input and output, required. This way we can provide the scene data required and easily render a complex pass.
    • It's still not perfect, but I'll be improving it once I finish atmospheric rendering. This will give me a chance to properly design the compute shader interface for these passes using the lessons learned from the implementation.

Status

Currently very in-development!

I'm in the middle of implementing Eric Bruneton and Fabrice Neyret's Precomputed Atmospheric Scattering paper.

You can watch a presentation I gave on the topic here: https://youtu.be/daLR1ngxOkk

So far, I'm generating the Trasmittance, Direct Irradiance, and Single In-Scattering look up tables.

Transmittance

Transmittance LUT

Direct Irradiance

Irradiance LUT

Single In-Scattering

InScattering LUT

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published