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mioladozkriff
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N14: Diffuse GI (#295)
* Added section on diffuse gi * Changed phrase sound a bit better * N14: diffgl: Smaller GIF * N14: diffgi: Style & fmt tweaks Co-authored-by: Andrey Lesnikov <ozkriff@gmail.com>
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content/posts/newsletter-014/index.md

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@@ -421,6 +421,32 @@ The source code [can be found here][bevy-flappy-src].
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[bevy-flappy-video]: https://youtube.com/watch?v=Qjc0V58lB7A
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[bevy-flappy-src]: https://github.com/TanTanDev/flappy_bevy
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### [Real-Time Global Illumination in WGPU][gi-post]
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[![diff-gi-gif](diff-gi.gif)][gi-post]
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_Infinite light bounces in Cornell Box_
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[DI2edd] shared his [real-time diffuse global illumination demo on /r/rust_gamedev][gi-post].
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It's written in 100% Rust and uses WGPU for graphics, proving that the API
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is an excellent choice even for advanced computer graphics applications.
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The technique provides real time global illumination for static lambertian
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geometry, and is the implementation of the 2017 paper ["Real-time Global
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Illumination by Precomputed Local Reconstruction
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from Sparse Radiance Probes"](https://arisilvennoinen.github.io/Projects/RTGI/index.html),
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which proposes a spherical harmonics-based approach to solve the rendering equation
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in real time.
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In practice, this means that the expensive light transport calculations are performed
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in a precomputation step, which relies on - among others - [embree-rs],
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and [nalgebra] to produce a compressed
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representation of the scene that is then used for lighting reconstruction at runtime.
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[gi-post]: https://reddit.com/r/rust_gamedev/comments/ixocl2/real_time_diffuse_global_illumination
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[DI2edd]: https://reddit.com/u/DI2edd
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[embree-rs]: https://github.com/Twinklebear/embree-rs
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[nalgebra]: https://github.com/dimforge/nalgebra
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## Library & Tooling Updates
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### [Thunderdome]

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