Yaobin Ouyang – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2023-10-25T23:53:12Z http://www.open-lab.net/blog/feed/ Yaobin Ouyang <![CDATA[Generating Ray-Traced Caustic Effects in Unreal Engine 4, Part 2]]> http://www.open-lab.net/blog/?p=22657 2023-10-25T23:53:11Z 2020-12-08T19:38:55Z In the first post on ray-traced caustic effects, we introduced mesh caustics and its usages in Unreal Engine 4. In this second post, we describe water caustics....]]>

In the first post on ray-traced caustic effects, we introduced mesh caustics and its usages in Unreal Engine 4. In this second post, we describe water caustics. The beta version of the source code and sample assets have been released in the UE4 NVRTX_Caustics repository. For more information, see the Release Information section at the end of this post. Water caustics are a common…

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Yaobin Ouyang <![CDATA[Generating Ray-Traced Caustic Effects in Unreal Engine 4, Part 1]]> http://www.open-lab.net/blog/?p=22678 2023-10-25T23:53:12Z 2020-12-08T19:38:03Z Caustics are common optical phenomenon in the real world. From the sloshing sparkles by water surfaces to the curved highlights in the backlight of clear glass,...]]>

Caustics are common optical phenomenon in the real world. From the sloshing sparkles by water surfaces to the curved highlights in the backlight of clear glass, they are everywhere. However, simulating accurate caustic in 3D graphics is not an easy job. For those who have been involved in creating ray tracers, you might know that the difficulty is twofold: following light rays bounced off high…

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