Ipotrick
ipotrick.bsky.social
Ipotrick
@ipotrick.bsky.social
The radiance cache works by storing another layer of texels on the probe. The new texels store the direct radiance coming into their direction, no cos convolve.

When shading rtgi ray hits, i sample the radiance of the 8 closest probes by projecting the radiance back onto the hit ws position.
Experimenting more with hybrid probe and per pixel traced gi.

I now use a radiance cache to shade per pixel ray trace hits.

It saves a lot of performance and the quality is very close to proper hit shading.

Roughly saving ~30-70% of performance for rtgi (local lights make this verrry worthwhile).
August 30, 2025 at 10:04 PM
Experimenting more with hybrid probe and per pixel traced gi.

I now use a radiance cache to shade per pixel ray trace hits.

It saves a lot of performance and the quality is very close to proper hit shading.

Roughly saving ~30-70% of performance for rtgi (local lights make this verrry worthwhile).
August 30, 2025 at 10:01 PM
Started to experiment with raytraced diffuse gi.
My probe GI works well but it just can not represent fine details with good performance/memory usage.

AO helps it a lot i want even more.

Most of the work on RTGI is denoising, very interesting work.

Here the current state: Probes only vs RTGI:
August 12, 2025 at 1:16 AM
Yoo, timberdoodle is in there. Great projects all around :)
It's finally here!

I'm pleased to share GP-Direct 2025, the latest edition of the graphics programming discord showcase!

No engine? No problem. We wrote our own!

Thank you to all the talented people who participated!

youtu.be/e9qK6EtqB-Q?...

#indiegamedev #graphicsprogramming
GP-Direct 2025 - Graphics Programming Showcase
YouTube video by Graphics Programming
youtu.be
August 11, 2025 at 1:12 PM
Reposted by Ipotrick
It’s Timberdoodle time 💛🪶🥔

American Woodcock in Bryant Park, NYC, March 2025
March 24, 2025 at 7:10 PM
Reposted by Ipotrick
The tech and graphical advancements in Assassin's Creed Shadows are mighty impressive: Micropolygon geometry, fluid wind simulations, ray traced global illumination and so much more. How do they all work and compare to AC games of the past? Find out in my video below!
youtu.be/nhFkw5CqMN0
March 22, 2025 at 4:09 PM
Reposted by Ipotrick
Thread divergence during constant buffer reads can have a big perf impact, this presentation discusses how to detect this on NVidia GPUs using GPU Trace and Shader profiler. Also shows how useful access to ISA is for understanding what the shader does under the hood. www.youtube.com/watch?v=HSsP...
How to Improve Shader Performance by Resolving LDC Divergence
YouTube video by NVIDIA Game Developer
www.youtube.com
December 10, 2024 at 5:44 PM
Reposted by Ipotrick
While watching all the trailers from the Sony State of Play I could not help but notice that 90% of the games shown are Unreal Engine games... with each new scene/effect/character shown it is hard not to think "that will probably stutter on PC".
February 14, 2025 at 7:30 AM
Reposted by Ipotrick
Illume
February 8, 2025 at 7:34 AM
Reposted by Ipotrick
Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...

github.com/nvpro-sample...
GitHub - nvpro-samples/vk_animated_clusters: Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing
Sample that uses VK_NV_cluster_acceleration_structure to animate meshes for ray tracing - nvpro-samples/vk_animated_clusters
github.com
January 30, 2025 at 2:09 PM
One of the biggest changes and optimizations i made to my DDGI impl is how probe texels are updated.
Instead of all texels looping over all rays per probe, each texel only checks out relevant rays.

This is a big performance gain with high ray counts (>256) and good depth resolutions of 16x16.
January 24, 2025 at 1:02 AM
Reposted by Ipotrick
something I've been thinking about recently: could object-space shading be the key to mitigating artifacts from temporal techniques? accumulating data over time in "shade space" rather than camera frame that flails around.
www.oxidegames.com/wp-content/u...
www.oxidegames.com
December 29, 2024 at 9:45 AM
Reposted by Ipotrick
Graphics Programming weekly - Issue 375 - January 19th, 2025 www.jendrikillner.com/post/graphic...
January 22, 2025 at 1:56 PM
An update rate of 12.5% of probes a frame as well as detecting and only updating probes that are close to a surface gives a gigantic performance uplift >40x.

Allows me to easily have DDGI run at under 0.3ms even tho i didnt spend more than 30 minutes optimizing.

Next step is virtual probe memory.
January 8, 2025 at 12:52 AM
First experiments, using DDGI probes for specular.
Made all of bistro super metallic to show the effect.

I think this will work really great for rough indirect specular.
It would be great if DDGI probes could replace dedicated reflection probes to some extent.
January 7, 2025 at 12:12 AM
Reposted by Ipotrick
A nice visualisation why using fps as a measure of performance (improvement) should be avoided. The mapping from ms to fps is not linear and the actual impact on frame time (ms) of an fps increase will depend on where in the graph (X axis) you are (from software.intel.com/content/www/...)
December 31, 2024 at 3:04 PM
Reposted by Ipotrick
Albert Road Middlesbrough, mid afternoon . Life in a Northern Town.

#photography #monochrome #monochromephotography #urbanphotography #thephotohour #blackandwhitephotography
December 27, 2024 at 9:57 PM
Reposted by Ipotrick
Kein Ende in Sicht. ☁️
December 28, 2024 at 9:47 PM
Reposted by Ipotrick
Your foggy corn
December 28, 2024 at 12:10 AM
Reposted by Ipotrick
After so many years of real-time GI being a near-impossible “holy grail” of graphics, it’s a bit funny that the RTGI era has finally arrived without much fanfare. It’s also interesting that the main benefit ended up being vastly improved dev workflow as opposed to a visual quality increase.
December 27, 2024 at 8:12 PM
Love Fog
December 26, 2024 at 7:32 PM
Reposted by Ipotrick
Enchanted path.
Dorset, England.
#landscape #woodland #photography #forest #uk
December 20, 2024 at 11:03 AM
One of the best hobbyist engines out there.
So Ombre development enters its third year this month, so let's start a new thread to track the progress !

I spent the past few days reworking my Depth of Field, which started off the GPU Zen method and then evolved a bit.
December 22, 2024 at 3:45 AM
I like this analogy
bolson.org bolson @bolson.org · Dec 20
concurrency is juggling more balls

parallelism is having more hands
December 20, 2024 at 10:50 PM