bitsquid: development blog

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Bitsquid.blogspot.com news digest

  • 6 years

    Physical Cameras in Stingray

    This is a quick blog to share some of the progress Olivier Dionne and I made lately with Physical Cameras in Stingray. Our goal of implementing a solid physically based pipeline has always been split in three phases. First we validated our standard material...

  • 6 years

    Notes On Screen Space HIZ Tracing

    Note: The Markdown version of this document is available and might have better formatting on phones/tablets.
    The following is a small gathering of notes and findings that we made throughout the implementation of hiz tracing in screen space for ssr in Stingray. I recently heard a few claims regarding hiz tracing which motivated me to share some notes on the...

  • 6 years

    Validating materials and lights in Stingray

    Stingray 1.9 is just around the corner and with it will come our new physical lights. I wanted to write a little bit about the validation process that we went through to increase our confidence in the behaviour of our materials and lights.
    Early on we were quite set on building a small controlled "light room" similar to what the Fox Engine team presented at GDC as a validation process. But while this seemed like a fantastic way to confirm the entire pipeline is giving plausible results...

  • 6 years

    Physically Based Lens Flare

    While playing Horizon Zero Dawn I got inspired by the lens flare they supported and decided to look into implementing some basic ones in Stingray. There were four types of flare I was particularly interested in.
    Anisomorphic flare
    Aperture diffraction (Starbursts)...

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