We extend the real-time Weighted, Blended Order-Independent
Transparency algorithm with support for multiple scattering,
wavelength-varying transmission, refraction, mixed-resolution particles,
and colored shadows with caustics. We demonstrate real-time results
on commodity hardware for desktop and virtual reality renderers.
This paper describes the CloudLight system for computing indirect
lighting asynchronously on an abstracted, computational "cloud,"
in support of real-time rendering for interactive 3D applications
on a mobile, virtual reality HMD, gaming desktop or other local client device.
Project Rocket Golfing is a game of space travel and discovery with simple touch-and-drag gameplay. It contains an infinite, procedurally-generated universe.
The further you explore, the more that the game changes. You'll encounter new game features as you reach more distant galaxies. Find ice planets, wormholes, aliens, verdant worlds, binary star systems, lost civilizations, and more.
Multisample antialiasing computes pixel coverage at high resolution and shading at low resolution
for efficient forward rendering without jagged edges or flickering.
Deferred shading addresses the materials and lights combinatorial explosion
and is more efficient for renderers that use a prepass. These techniques are inherently incompatible.
We present a solution that allows high-resolution sampling of coverage and materials, but aggregates
those samples into clusters for fast, deferred shading. Our technique has higher quality and lower
space costs than 16x MSAA.