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dslightingengine.bsky.social
dslightingengine
@dslightingengine.bsky.social
Animated characters now in BVH. I am still working on the right importance sampling for variance reduction, the noise in the reflection is due to the reflection of the GI lighting mostly.
November 9, 2025 at 2:19 PM
Normals were already part of the BVH Geometry buffers, Albedo/Roughness/Metalness are now added and stored as part of vertex geometry accessible from hit point. This will help in Color transport especially for diffuse lighting as its a very low frequency signal.
October 28, 2025 at 4:07 PM
More BVH work, Now able to seamlessly load BVH across the zones as each zone have their own BVH(BLASes) with some overlaps in-between. I am yet to move the builds to Async compute queues and is next on my list as all this is foundational work for RT.
October 25, 2025 at 9:18 AM
BVH needs to have the whole scene compared for eg shadowmapping, where sometimes you can just ignore shadowcasting items like floor or are in fully shadow, but this causes issue in BVH, All but these meshes can be added quickly LE copies the geometry from game data from GPU stores them in packages.
October 22, 2025 at 8:58 PM
HW RayTracing Acceleration Structure(TLAS) Debug view
Completed building the BVH - Bottom Level and Top Level Acceleration Structures
. The debug view the is hit distance shown - similar to depth buffer
October 22, 2025 at 6:26 PM
Adding additional debugging for Screen space tracing, the denoiser and shading is now updated to be better than previous versions as well.
September 7, 2025 at 2:04 PM
Woods in motion
August 19, 2025 at 1:31 PM