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Image-Based Ambient Lighting on Smooth Shapes in Custom Engine

Mike Turitzin is cooking something great.

Mike Turitzin, a talented developer who has worked as a rendering lead at Figma, developed the PARTICULATE particle physics sandbox, and founded the Workflowy digital notebook, presented his implementation of diffuse and specular image-based ambient lighting in his custom SDF-based engine.

The project was built using WebGPU via Dawn and C++, with the SDF (Signed Distance Fields) geometry 

"It is creating a large number of SDF 'operations' (as I call them). I'm baking the SDF to volume texture 'bricks' so having more operations does slow down (re)baking but not rendering," the creator shared.

The dents turned out oddly satisfying. While the engine doesn't currently support baking metalness into the SDF, Turitzin can "tweak a number in the shader to make everything metal."

If you want to see further experimentation in the engine, follow the artist on X/Twitter:

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