### Project Setup and Development Server Source: https://github.com/0beqz/realism-effects/blob/main/example/readme.md This snippet outlines the basic steps to set up the project. It involves changing the directory to 'example', installing the project's Node.js dependencies using npm, and then starting the development server to run the application. ```shell cd example npm install npm run dev ``` -------------------------------- ### Cloning Repository and Running Locally Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Instructions for cloning the realism-effects project repository and running the example locally. This includes installing dependencies and starting the development server. ```shell git clone https://github.com/0beqz/realism-effects cd realism-effects/example npm i --force npm run dev ``` -------------------------------- ### Install Realism Effects and Postprocessing Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Instructions for installing the 'realism-effects' library and its dependency 'postprocessing.js' using npm. ```shell npm i postprocessing npm i realism-effects ``` -------------------------------- ### SSGI Implementation Example Source: https://github.com/0beqz/realism-effects/blob/main/example/index.html This snippet demonstrates the core functionality of the SSGI effect, likely involving shader programs and three.js scene setup. It would typically include initialization of the effect and its integration into the rendering pipeline. ```javascript import { SSGIEffect } from 'three/examples/jsm/effects/SSGIEffect.js'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; // ... three.js scene setup ... const ssgiEffect = new SSGIEffect( { scene: scene, // other effect parameters... } ); // Add effect to EffectComposer or render directly const loader = new GLTFLoader(); loader.load('path/to/your/model.gltf', (gltf) => { scene.add(gltf.scene); }); ``` ```glsl // Example GLSL fragment shader snippet for SSGI uniform sampler2D tDiffuse; uniform sampler2D tNormal; uniform sampler2D tDepth; uniform sampler2D tSSAO; void mainImage(const in vec4 inputColor, const in vec2 uv, out vec4 outputColor) { vec3 normal = texture2D(tNormal, uv).rgb; float depth = texture2D(tDepth, uv).r; vec3 color = texture2D(tDiffuse, uv).rgb; // ... SSGI calculations using depth, normals, and potentially AO ... outputColor = vec4(color, 1.0); } ``` -------------------------------- ### Installing Tweakpane for GUI Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Provides the npm command to install the 'tweakpane' package, which is a dependency for the debug GUIs used in the realism-effects project. ```shell npm i tweakpane ``` -------------------------------- ### Screen Space Contact Shadows Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Information and resources for implementing Screen Space Contact Shadows, a technique to add detailed shadows to scenes. Links include an article on implementation, a presentation video, and example code. ```APIDOC Implementation Article: URL: https://panoskarabelas.com/posts/screen_space_shadows/ Presentation Video (SCC): URL: https://youtu.be/btWy-BAERoY?t=1933 Example Code and Presentation (SCC): URL: https://www.bendstudio.com/blog/inside-bend-screen-space-shadows/ ``` -------------------------------- ### Initializing SSGIDebugGUI Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Shows how to initialize the SSGIDebugGUI for tweaking SSGI effect parameters. It includes the necessary import statement and the instantiation of the GUI with the effect and options. ```javascript import { SSGIDebugGUI } from "./SSGIDebugGUI" const gui = new SSGIDebugGUI(ssgiEffect, options) ``` -------------------------------- ### Screen-Space Tracing Techniques Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Documentation on various methods for tracing in screen-space, focusing on reflections and approximations of ray tracing using screen-space data. Includes links to academic papers and blog posts. ```APIDOC Rendering View Dependent Reflections using the Graphics Card: URL: https://kola.opus.hbz-nrw.de/opus45-kola/frontdoor/deliver/index/docId/908/file/BA_GuidoSchmidt.pdf Screen Space Reflections in Unity 5: URL: http://www.kode80.com/blog/2015/03/11/realism-effects-in-unity-5/ Screen Space Glossy Reflections: URL: http://roar11.com/2015/07/screen-space-glossy-reflections/ Screen Space Reflection (SSR): URL: https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-reflection.html Approximating Ray Traced Reflections using Screenspace Data: URL: https://publications.lib.chalmers.se/records/fulltext/193772/193772.pdf Screen Space Reflection Techniques: URL: https://ourspace.uregina.ca/bitstream/handle/10294/9245/Beug_Anthony_MSC_CS_Spring2020.pdf Shiny Pixels and Beyond: Real-Time Raytracing at SEED: URL: https://media.contentapi.ea.com/content/dam/ea/seed/presentations/dd18-seed-raytracing-in-hybrid-real-time-rendering.pdf Stochastic all the Things: Raytracing in Hybrid Real-Time Rendering (YouTube): URL: https://www.youtube.com/watch?v=MyTOGHqyquU Real-Time Reflections in Mafia III and Beyond: URL: https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2018/presentations/Sobek_Martin_Real-time_Reflections_in_MafiaIII.pdf ``` -------------------------------- ### Screen Space Horizon GI Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Resources related to Screen Space Horizon Global Illumination, a technique for approximating global illumination effects in screen space. Includes links to the paper, a Shadertoy demo, and Reddit discussions. ```APIDOC Paper: URL: https://arxiv.org/pdf/2301.11376.pdf Shadertoy Demo: URL: https://www.shadertoy.com/view/dsGBzW Reddit Demos: URL: https://www.reddit.com/r/GraphicsProgramming/comments/17k4hpr/screen_space_horizon_gi/ ``` -------------------------------- ### Setting Up Effect Passes with SSGI Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Demonstrates how to correctly set up multiple effect passes when using Screen Space Global Illumination (SSGI) in conjunction with Temporal Anti-Aliasing (TRAA) and Motion Blur. It highlights the importance of separate passes for TRAA and Motion Blur when SSGI is active. ```javascript const effectPass = new POSTPROCESSING.EffectPass(camera, ssgiEffect) const effectPass2 = new POSTPROCESSING.EffectPass(camera, traaEffect, motionBlur) composer.addPass(effectPass) composer.addPass(effectPass2) ``` -------------------------------- ### Initialize Realism Effects in three.js Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Demonstrates how to integrate various realism effects (SSGI, TRAA, Motion Blur, HBAO) into a three.js scene using the postprocessing.js library. It includes setting up the EffectComposer, adding necessary passes like VelocityDepthNormalPass, and configuring individual effects. ```javascript import * as POSTPROCESSING from "postprocessing" import { SSGIEffect, TRAAEffect, MotionBlurEffect, VelocityDepthNormalPass, HBAOEffect } from "realism-effects" const composer = new POSTPROCESSING.EffectComposer(renderer) const velocityDepthNormalPass = new VelocityDepthNormalPass(scene, camera) composer.addPass(velocityDepthNormalPass) // SSGI const ssgiEffect = new SSGIEffect(scene, camera, velocityDepthNormalPass, options?) // TRAA const traaEffect = new TRAAEffect(scene, camera, velocityDepthNormalPass) // Motion Blur const motionBlurEffect = new MotionBlurEffect(velocityDepthNormalPass) // HBAO const hbaoEffect = new HBAOEffect(composer, camera, scene) const effectPass = new POSTPROCESSING.EffectPass(camera, ssgiEffect, hbaoEffect, traaEffect, motionBlurEffect) composer.addPass(effectPass) ``` -------------------------------- ### Raytracing Resources Source: https://github.com/0beqz/realism-effects/blob/main/readme.md A collection of resources and papers discussing raytracing techniques and their applications in real-time rendering and hybrid rendering approaches. ```APIDOC Exploring Raytraced Future in Metro Exodus: URL: https://developer.download.nvidia.com/video/gputechconf/gtc/2019/presentation/s9985-exploring-ray-traced-future-in-metro-exodus.pdf Adventures in Hybrid Rendering: URL: https://diharaw.github.io/post/adventures_in_hybrid_rendering/ ``` -------------------------------- ### HBAO (Horizon-Based Ambient Occlusion) Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Resources related to Horizon-Based Ambient Occlusion (HBAO) and its scalable variants, focusing on approximating ambient occlusion for improved scene lighting. ```APIDOC Horizon-Based Indirect Lighting (HBIL): URL: https://drive.google.com/file/d/1fmceYuM5J2s8puNHZ9o4OF3YjqzIvmRR/view Pyramid HBAO — a Scalable Horizon-based Ambient Occlusion Method: URL: https://ceur-ws.org/Vol-3027/paper5.pdf ``` -------------------------------- ### Default Options for Realism Effects Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Defines the default configuration parameters for various realism effects, such as distance, thickness, and denoising settings. These options can be adjusted to fine-tune the visual output. ```javascript const options = { distance: 10, thickness: 10, denoiseIterations: 1, denoiseKernel: 2, denoiseDiffuse: 10, denoiseSpecular: 10, depthPhi: 2, normalPhi: 50, roughnessPhi: 1, specularPhi: 1, envBlur: 0.5, importanceSampling: true, steps: 20, refineSteps: 5, resolutionScale: 1, missedRays: false } ``` -------------------------------- ### Temporal Reprojection Techniques Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Resources detailing Temporal Reprojection techniques used for anti-aliasing and improving the quality of rendering effects over time. Includes implementations in games and engines like Unreal Engine. ```APIDOC Temporal Reprojection Anti-Aliasing in INSIDE: URL: http://s3.amazonaws.com/arena-attachments/655504/c5c71c5507f0f8bf344252958254fb7d.pdf?1468341463 Reprojecting Reflections (Bitsquid Blog): URL: http://bitsquid.blogspot.com/2017/06/reprojecting-reflections_22.html Temporal AA (Unreal Engine 4): URL: https://de45xmedrsdbp.cloudfront.net/Resources/files/TemporalAA_small-59732822.pdf Temporally Reliable Motion Vectors for Real-time Ray Tracing: URL: https://sites.cs.ucsb.edu/~lingqi/publications/paper_trmv.pdf Temporal AA and the Quest for the Holy Trail: URL: https://www.elopezr.com/temporal-aa-and-the-quest-for-the-holy-trail/ Visibility TAA and Upsampling with Subsample History: URL: http://filmicworlds.com/blog/visibility-taa-and-upsampling-with-subsample-history/ Temporal Anti Aliasing – Step by Step: URL: https://ziyadbarakat.wordpress.com/2020/07/28/temporal-anti-aliasing-step-by-step/ Filmic SMAA: Sharp Morphological and Temporal Antialiasing: URL: https://research.activision.com/publications/archives/filmic-smaasharp-morphological-and-temporal-antialiasing Reprojecting Reflections (Bitsquid Blog - Duplicate): URL: http://bitsquid.blogspot.com/2017/06/reprojecting-reflections_22.html ``` -------------------------------- ### Lens Distortion Rendering Source: https://github.com/0beqz/realism-effects/blob/main/readme.md Documentation on techniques for rendering with realistic lens distortion effects, often used to simulate camera optics. ```APIDOC Realistic Lens Distortion Rendering: URL: http://wscg.zcu.cz/WSCG2018/Poster/P83-full.PDF ``` === COMPLETE CONTENT === This response contains all available snippets from this library. No additional content exists. Do not make further requests.