2D Global Illumination in Godot (2020)
samuelbigos.github.io
samuelbigos.github.io
edit: oh, apparently bounce lights are bit of a kludge here, from github readme:
> To bounce light, the previous frame is referenced and emissive surfaces from that frame are added to the current frame. This means every frame, light bounces to one additional surface.
That's looks extremely cool!
Are there any (app) GUIs based on such techniques?
I actually find it really cool. Normally we treat light in rendering as having infinite speed, but this somehow models the speed of light as being one-reflection-per-frame. I wonder if this could unlock some kind of physics changes with polarization as well and work this into the game mechanics.
Here's the oooold and very cringy article I wrote as a teen in the 90s, there are some old crap images in the gallery: https://web.archive.org/web/20031207162649fw_/http://www.cfx...
I did realtime 2D lighting with per pixel sprite normals and stuff like that, but I never got to the point of doing GI bounces - sophisticated direct lighting and shadows were already demanding enough without the use of programmable shader units. https://vimeo.com/1514095
Unfortunately I can't view your video link without a Vimeo account to "prove my age" (hoover my data).
I remember finding this: https://www.deviantart.com/greenhybrid/art/2d-Whitted-Style-... when searching for "2d path tracer".
I did a very simplistic foray in the subject: https://github.com/hadrianw/2d-pathtracer
I still hope for a full fledged 2d game with global illumination.
I also had planned to make a game based on the tech but never got around to it / professional rendering engines were enough of a battle.
Some of my 2D path traced renders over the years on deviantArt (among much other junk/scraps sorry): https://www.deviantart.com/lyc/gallery/scraps
and a GIF: https://www.deviantart.com/lyc/art/saturday-night-livecoding...
I don't think that is the trend the industry is following. I think all investment research is poured into neural methods and ai-enhanced sampling. Joy to be breakfasting over such illuminating (pun intended) discourse & fractal art. My interest in 2D texture synth is more toward creating the stunning graphics found in classic sega style cell shaded titles like jet set radio. So I'm into the oldskool deterministic fractal geometry techniques, and adding dynamic luminaires and guassian blur passes is enough to create cool tron glow type effects ;)
Makes me wish that more of my own articles could be so pleasant. It's unfortunate that the same experience doesn't seem to carry over to mobile devices, but oh well.
I'm on Android, but I suspect iOS has something similar.