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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

Simply put, Gaussian blur takes every pixel on an image and processes it with the following process. To put it bluntly, it’s a simple weighted sum: while sampling the target pixel, sample some of the surrounding pixels and give each pixel a weight (the sum of the weights is 1.0).

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Essential Ray Tracing SDKs for Game and Professional Development

Nvidia

RTX Global Illumination (RTXGI) RTXGI provides developers with a scalable solution for multi-bounce indirect lighting without light leakage, time-intensive offline lightmap baking, or expensive per-frame costs. With NRD, developers can create visuals that rival ground-truth images with as little as a half of a ray cast per pixel.

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GLES2 and GDNative, progress report #7

Mircosoft Game Dev

As mentioned before, in order to know which pixels are "in a shadow" and which are lit, the scene has to be rendered from the viewpoint of the light. Each pixel that gets potentially illuminated by the light source has to check if it's in a shadow or not. Done June 2018. finish lights. implement shadow atlas. BlendSpace1D.

Render 52
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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

Web editor running the "Ninja Adventure" demo from the eponymous CC0 asset pack by Pixel-Boy and AAA. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps. More rendering improvements. For Godot 4.0,

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new Quake map: There's a Certain Slant of Light

Radiator Blog

To signal to the player that, yes, this box is supposed to be just a box, I had to spend 10 times longer making this box, to ensure every pixel was in place. I'm proud of this moment, leveraging some recent dynamic lightmap tech built into Copper. Labor evokes thickness, depth, and mass. Ornament has a function!

Texture 52
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Setting the Mood: Exploring Lighting and Mood in Game Art 

iXie gaming

Faster but less realistic, it determines colors based on how much of each pixel is covered by light. It’s more than just pixels and shapes; it’s a silent storyteller and the key to making games immersive. Mimics how light behaves in the real world for very realistic visuals but requires a lot of computing power.

Art 52
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Dev snapshot: Godot 3.4 beta 6

Mircosoft Game Dev

Android: Implement per-pixel transparency ( GH-51935 ). Lightmapper: Add an editor setting to configure number of threads for lightmap baking ( GH-52952 ). Android: Improve input responsiveness on underpowered Android devices ( GH-42220 ). Android: Add GDNative libraries to Android custom Gradle builds ( GH-49912 ).

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