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Cake day: June 15th, 2023

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  • As an amateur computer graphics person, the best way to draw accurate stars is to just pre render it onto a cubemap. But if you really need that subpixel worth of parallax to be completely accurate for every star, there are a couple ways I can think of off of the top of my head. With any you’d want to make sure you only store position, size, and color, since stars are all spheres anyways. With effort, you can be very flexible with how these are stored. (4 bits color temperature, 4 bits size, 3*32 bits coordinates maybe)

    • splat each star into the screen texture with atomics
    • some sort of tiled software rasterization thing, like in Gaussian Splatting

    Worse ideas:

    • instanced hardware rasterization
    • ray tracing

    This is not that well suited to most usual rendering techniques, because most stars are probably going to be much smaller than a pixel. Ray tracing would mean you need to just hit every star by chance (or artificially increase star size and then deal with having tons of transparency), hardware rasterization is basically the same and additionally is inefficient with small triangles. I guess you could just live with only hitting stars by chance and throw TAA at it, there’s enough stars that it doesn’t matter if you miss some. That would react badly to parallax though and defeats the purpose of rendering every star in the first place.

    It’s much more efficient to do a manual splatting thing, where for each star you look at what pixel(s) it will be in. You can also group stars together to cull out of view stars more efficiently. Subpixel occlusion will be wrong, but it probably doesn’t matter.

    This is all just for the viewport, though. Presumably there are other objects in the game besides stars, which need to have reflections on them of the stars. Then that becomes an entirely different problem.

    The real answer though is that you wouldn’t try to render all of the stars, even if you want parallax. Maybe some of the closer and larger ones as actual geometry, simplify a ton of stuff in the background, render things as volumes or 2d billboards, have a cubemap for the far distance, etc

    Edit: also ofc this presumes you know the position, scale, temperature of every star

    I also like the idea of baking all of the stars into a volume in spherical coordinates, centered around the origin






  • AdrianTheFrog@lemmy.worldtoOpen Source@lemmy.ml...
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    8 months ago

    Are there any alternatives that are decently fast for large files? My computer and my phone both get at least 300 mbps from the router, and I have yet to find a local file transfer application that will be anywhere near that fast for large files (destiny, local send, kde connect, might have tried others, I don’t remember)


  • Freecad is pretty good, but unfortunately there’s no foss cad software that’s better. If you don’t care about foss, I would recommend onshape if you’re fine with the “public by default” thing, else fusion360.

    For art, blender is great. Plasticity seems neat too, it’s a more traditional software licensing model (pay per version I think, not cheap not insanely expensive)







  • A lot of that is shadows and lighting data, sometimes in unusual data structures without readily available compression methods. Compressing textures also impacts load times, obviously decompressing 10gb of jpgs could take a while. Still probably there are good compression methods and good tradeoffs to make, if any AAA studios actually cared about storage space (They do care a lot about GPU memory, just not storage space).





  • I don’t really stay on top of my gmail that often, but my spam folder has basically exactly the same stuff in it that my inbox has. Just a bunch of random emails from services that I signed up for an account on or bought something from and none of which I particularly care about. There’s not really much that I can tell differentiating what gets marked as spam or not either.