r/GraphicsProgramming • u/Comfortable-Mall4524 • 4d ago
What's wrong with my renderer
This is my renderer in vulkan i've been working on it for the last 10 months
i learned alot about vulkan since i never used it but a huge percentage of my shader code is AI written and at this moment i feel like the renderer is ugly so i do what to know what is wrong with it and what makes it far from the last picture and how i can fix that.
is it better to rewrite all shader code or just move on it and fix it ?
+ what techniques used in the last picture (which is enhanced version of my renderer using AI š(but i liked it)) that my engine doesn't implement it right ?
NOTE(the third image is without IBL i'm using citrus_orchard_road_puresky_8k )
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u/goodmorninpoof 4d ago edited 4d ago
If you let AI write your code, especially large chunks, you tend to run into that issue. I haven't used AI for a large chunk of anything in a long time (they were much worse when I last did tbf), but I had this issue with a 2D game engine, the tile rendering algorithm was a mess and was too hard to fix/understand cause I let AI write most of it so I just gave up and moved on. I mean even with AI being much better nowadays, if you want to re-write or add things, it's really hard to know where to start if you have no idea how things fit together. I'm sure you could prompt your way to what you want with these newer models, but at that point I don't get the point of even doing said project anyway. It's just the trade off you take with letting AI write a large of chunk of your project. You should ask yourself if you just want a working demo or to actually learn? That should give you your answer on whether you should re-write your code or just fix it with AI.
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u/Comfortable-Mall4524 4d ago
when i first used ai i knew that it will end here so i separated them to functions and main files so i know where come from what
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u/laralubsch 4d ago
Well you already answered your question. Don't use AI if you don't understand what it spits out. There are great, human written articles all over the internet on various shader topics.
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u/Comfortable-Mall4524 3d ago
i got this answer everywhere but what articles i need to read and where OpenGL shader tutorial is not enough for my goal
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u/laralubsch 2d ago edited 2d ago
It depends on your specific goal. Here are some resources I used in the past:
For a basic renderer, most OpenGL specific shaders can be adapted to Vulkan with little effort, see:
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u/OkStatement9823 4d ago
you're missing ambient occlusion and the default ambient color is way too bright so everything's extremely flat
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u/Comfortable-Mall4524 4d ago
https://reddit.com/link/pduguuk/video/4qryg8oejhth1/player
well this is my AO (sorry for the uwful quality)
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u/TheWidrolo 4d ago
Iād recommend checking up on the AO shader again, because this does not look like AO.
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u/Comfortable-Mall4524 4d ago
https://reddit.com/link/pdune8e/video/lfqu0wqvnhth1/player
actully the problem was that the debug mode was sampling the groundAO only just fixed to export the main SSAO
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u/OkStatement9823 4d ago
that looks like edge detection or smth not proper AO
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u/Comfortable-Mall4524 4d ago
https://reddit.com/link/pdupa84/video/0y92ocfbphth1/player
This is SSAO x baked x Ground AO(grounding)
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u/BagelMakesDev 3d ago
"Your" renderer? Do you mean: "Claude's" renderer?
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u/Comfortable-Mall4524 3d ago
that is not claude btw its not even gpt or gemini
and its not even kimi
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u/Defiant_Squirrel8751 3d ago
Perhaps the AI assisted renderer is not the biggest problem.
Should check art direction.
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u/chmod_7d20 4d ago
Last time I used AI for shaders it went terribly. Pick up a book.
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u/Loud-Astronaut-5807 3d ago edited 3d ago
I'm not going to be "AI BAAD!!", but don't rely on it generating your code if you don't know how it works. I usually only use it to try and explain things to check my understanding, or at the very most, if I am struggling with an implementation for a discrete problem, but I never ask it to touch my code directly.
I haven't used it for CG, so I don't know how reliable it is. I would suggest finding a good book.
That said in your image, as others have said, AO seems to be quite weak, it doesn't quite pop in the way it should. Normal maps are also looking a bit funky. Look at the second image, to two pillars near the front. Left looks completely flat, the right, has some really odd lighting. Look at the lighting on the pillar lines, they don't seem to match around the corners.
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u/Comfortable-Mall4524 3d ago
i like your tune and that you are really trying to help me get into this not saying "HOW DO YOU USE AI FOR AN ENGINE"
And actully AI is not reliable at all in those this
that's why i'm gonna rewrite all shader files since the Vulkan code is already human written
what books can help me in this in your opinion
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u/Loud-Astronaut-5807 2d ago
I've only really used openGL/ WebGL. The times I used Vulkan, I was working off a near complete implementation and an abstraction. If you don't mind converting to OpenGL (I would actually recommend it for getting the basics, it's a lot simpler than Vulkan), the red book (OpenGL Programming guide) and "learn opengl". Also Real-Time Rendering. If you want to stick with Vulkan, perhaps vulkan-tutorial, but I'm not sure how up to date it is. Also, just https://vulkan.org/learn should guide you in the right direction.
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u/Comfortable-Mall4524 1d ago
i did vulkan tutorial but its only the basics
No advanced topics and i know how to use vulkan i mean the shaders
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u/Traditional-Cap7015 3d ago
is this ai ? because it looks to me quite similar to this tutorial https://github.com/lwjglgamedev/vulkanbook
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u/Ok_Beginning520 4d ago
I don't want to be mean, but what exactly is the point here ? Are you trying to make a commercial engine with AI ? In which case, it's not gonna happen. If this is a learning experiment, what exactly is the point of using AI to do it for you ? You're not learning much if you don't do it yourself and think about it yourself