Thursday, December 1, 2011

Lookin' Not Bad!

Improvements:
  1. Figured out I can dynamically load textures using a built-in class from Three.js (could've saved me >6 hours if I had figured this out earlier.)
  2. Loaded all photon values (position, color, and incident angles) through textures and for look up on shader. Turns out precision loss isn't a big problem.
  3. Played with photon gathering equation. Increased radius, and dimmed the light contribution.
With all photon values as textures, we can now do a random look up and are no longer limited by the limitations of arrays. The following result is using 200 initial photons (no bounces, just to the diffuse surface) and it's not looking too bad!


And here's an experiment on mirrored surface. 100 photons only (performance dies at 200).


1 comment:

  1. Glad you figured out how to load the textures. The result looks great!

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