• she/they/any

software engineer | blaseball tool maintainer

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occasionally 18+


Dvorakir
@Dvorakir

If you've used a ray/path tracer you know that the output always starts out noisy - rays are very discrete things so you need to trace a lot of them if you want things like soft shadows, global illumination, depth of field and motion blur. The noise comes from the fact that scattered rays are sent towards different directions for each pixel.

But there's nothing stopping you from just, not doing that


lunasorcery
@lunasorcery
glossary exegfx — Abbreviation of executable graphics.
executable graphics — Demoscene artwork format, in which a small executable renders a single still image. Typically, the executable is constrained to 4 kilobytes in size, with rendering time limited to 30 seconds.
demoscene — Computer art subculture focused on producing audiovisual art in the form of software.

With the piece above (Danmarksfärjan), it was extremely important to me that the smooth plastic surfaces should appear smooth in the final render, rather than having visible noise. To that end, I used the exact same unscrambling technique above (albeit implemented by hand in my rendering framework rather than in Blender), trading off high-frequency noise for lower-frequency artifacts that are visible in the shadows/reflections if you zoom in close.


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in reply to @Dvorakir's post:

Suddenly a lot of what I see in video games makes a ton of sense.

I had been wondering about this, but in trying to look into it I was searching things like upscaling, not realizing what I was looking at.

You might be seeing artifacts of a different effect called Screenspace Reflections. Screenspace reflections take your rendered image and mirror, distort, and otherwise displace the image to approximate what the reflection should be showing. They work best on distance objects with sheer reflection angles (think the reflection of a mountain you are looking at on a lake). However they can only show things that are already on screen, and sometimes show parts of the scene that should not be physically reflected, such as things between the camera and the reflecting surface. Those last ones can end up looking similar to some of the artifacts seen in this post

Specifically in this case, when I play a game like CyberPunk or Balder's gate 3, the hair and edges seem to dither out in this way.

I don't think I've paid enough attention to the reflections, but I'm going to start looking for that now. :D