Rendering Tiny Glades With Entirely Too Much Ray Marching
Overview
A Graphics Programming Conference talk on how the game Tiny Glade renders meadows, trees and player-built castles. It covers real-time global illumination, tilt-shift depth of field, stable shadows with continuous time of day, ray marching and GPU-driven rendering on old hardware.
On Hacker News
Cited as a talk full of rendering tricks, and as an example of what a small team can do with custom tech.
Topics
Sources
Video by Graphics Programming Conference, played through YouTube.
Data and selection notes
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Selection checks
- SaaS & AI candidates: Topic keywords do not match
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