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).
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).
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:
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:
But generally, this does not seem to cause issues.
But generally, this does not seem to cause issues.
As you can see, the weights become 0 nearly immediately.
Sampling a texel area of 6x6 for this resolution is more than enough to get all valid traces.
As you can see, the weights become 0 nearly immediately.
Sampling a texel area of 6x6 for this resolution is more than enough to get all valid traces.
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.
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.
Making the memory virtual similar to how VSMs do it might allow me to push the probe count even more.
Making the memory virtual similar to how VSMs do it might allow me to push the probe count even more.
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.
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.
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.
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.
So pretty 😍
So pretty 😍
Works MUCH better then i expected :D.
It fixes soo many leaks and artifacts with low probe densities.
Really happy with the probes now.
Works MUCH better then i expected :D.
It fixes soo many leaks and artifacts with low probe densities.
Really happy with the probes now.
I finally got rid of most leaks by implementing a bunch of biases and heuristics.
Performance is much greater with shadowmaps as opposed to tracing visibility for probes now.
I finally got rid of most leaks by implementing a bunch of biases and heuristics.
Performance is much greater with shadowmaps as opposed to tracing visibility for probes now.