Unity-Raymarching-Framework:Unity中的光线追踪渲染框架

Unity-Raymarching-Framework:Unity中的光线追踪渲染框架

Unity-Raymarching-Framework A framework to easy implement raymarching in unity. Include lots of hash,noise,fbm,SDF,rotate functions Unity-Raymarching-Framework 项目地址: https://gitcode.com/gh_mirrors/un/Unity-Raymarching-Framework

Unity-Raymarching-Framework 是一个开源项目,旨在为 Unity 提供一个简单易用的光线追踪(Raymarching)渲染框架。该项目的主要编程语言为 HLSL 和 C#。

项目基础介绍

Unity-Raymarching-Framework 包含了丰富的噪声函数、FBM(分形布朗运动)函数、旋转函数以及用于建模的 SDF(有向距离场)函数。这些函数大部分来源于 shadertoy,使得用户能够在 Unity 中轻松编写光线追踪着色器,而无需重复编写噪声函数。此外,该框架还提供了一种简单的方法,将光线追踪场景与 Unity 场景合并,并在其中自由行走,无需重新编写“SetCamera”函数来初始化射线追踪变量。

核心功能

  1. 噪声函数:包括 Perlin Noise、Value Noise、Simplex Noise、Voronoi Noise( Worley Noise)和 TriNoise Hash 等。
  2. FBM 函数:用于创建复杂的自然纹理和形状。
  3. 旋转函数:提供 2D 和 3D 旋转功能,用于动态调整场景元素。
  4. SDF 函数:用于建模,如 SdBox、OpU、OpS 等。
  5. 框架整合:提供了一种简单的方法,将光线追踪场景与 Unity 场景合并。

最近更新的功能

最近,Unity-Raymarching-Framework 的更新主要包括以下内容:

  1. 性能优化:对框架的核心算法进行了优化,提高了渲染效率。
  2. 功能增强:增加了新的噪声函数和 SDF 函数,进一步丰富了框架的功能。
  3. 示例场景:提供了更多示例场景,帮助用户更好地理解和使用框架。
  4. 文档更新:更新了项目的文档,包括安装指南、使用说明和常见问题解答,使得用户更容易上手和使用框架。

Unity-Raymarching-Framework A framework to easy implement raymarching in unity. Include lots of hash,noise,fbm,SDF,rotate functions Unity-Raymarching-Framework 项目地址: https://gitcode.com/gh_mirrors/un/Unity-Raymarching-Framework

创作声明:本文部分内容由AI辅助生成(AIGC),仅供参考

For those that do not know me: My name is Jacco Bikker, also known as 'Phantom'. I work as '3D tech guy' at Overloaded, a company that develops and distributes games for mobile phones. I specialize at 3D Symbian games, which require highly optimized fixed-point, non-HW-accelerated 3D engines, crammed into 250Kb installers. So basically I'm having fun. As software rendering used to be my spare time activity, I was looking for something else. I tried some AI, which was great fun, and recently I dove into a huge pile of research papers on raytracing and related topics; such as global illumination, image based lighting, photon maps and so on. One document especially grabbed my attention. It's titled: "State-of-the-Art in Interactive Ray Tracing", and was written by Wald & Slusallek. I highly recommend this paper. Basically, it summarizes recent efforts to improve the speed of raytracing, and adds a couple of tricks too. But it starts with a list of benefits of raytracing over rasterization-based algorithms. And one of those benefits is that when you go to extremes, raytracing is actually faster than rasterizing. And they prove it: Imagine a huge scene, consisting of, say, 50 million triangles. Toss it at a recent GeForce with enough memory to store all those triangles, and write down the frame rate. It will be in the vicinity of 2-5. If it isn't, double the triangle count. Now, raytrace the same scene. These guys report 8 frames per second on a dual PIII/800. Make that a quad PIII/800 and the speed doubles. Raytracing scales linearly with processing power, but only logarithmically with scene complexity. Now that I got your attention, I would like to move on to the intended contents of this crash course in raytracing.
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