* If you really need multiple updates per frame, you can use a linked list link.springer.com/content/pdf/... or list of buckets per cell
* If you really need multiple updates per frame, you can use a linked list link.springer.com/content/pdf/... or list of buckets per cell
* If you're ok only setting it once, you can do so once you're the one to initialize the cell github.com/bevyengine/b...
* If you're ok only setting it once, you can do so once you're the one to initialize the cell github.com/bevyengine/b...
Now I might be able to get ReSTIR GI validation rays working and further decrease the lag (before the cache was not stable enough to validate against)
Now I might be able to get ReSTIR GI validation rays working and further decrease the lag (before the cache was not stable enough to validate against)
Also glad you enjoyed my article! I've already made a bunch of improvements, so expect a sequel when Bevy 0.18 comes out in ~a month!
Also glad you enjoyed my article! I've already made a bunch of improvements, so expect a sequel when Bevy 0.18 comes out in ~a month!
jms55.github.io/posts/2025-0...
jms55.github.io/posts/2025-0...
3. Do you treat cache cells as always diffuse surfaces, or do you account for the specular BRDF when querying the cache?
3. Do you treat cache cells as always diffuse surfaces, or do you account for the specular BRDF when querying the cache?
1. Assuming you have a temporal blend factor to accumulate radiance per cell, how do you get both stability, and adapting to light changes quickly? Also, do you separate direct and indirect accumulation?
1. Assuming you have a temporal blend factor to accumulate radiance per cell, how do you get both stability, and adapting to light changes quickly? Also, do you separate direct and indirect accumulation?
I'm a developer, not a designer, so I've only been testing it on a few static scenes. If you try it, please let me know how it fares for real use cases!
I'm a developer, not a designer, so I've only been testing it on a few static scenes. If you try it, please let me know how it fares for real use cases!
* No alpha masked or transparent material
* No support for specular materials
* You need a NVIDIA RTX GPU (for DLSS-RR)
All things I hope to solve eventually, but not in this release.
* No alpha masked or transparent material
* No support for specular materials
* You need a NVIDIA RTX GPU (for DLSS-RR)
All things I hope to solve eventually, but not in this release.
Special setup, sorta? Current caveats:
* You have to use StandardMaterial only
* You have to use meshes with exactly {position,uv_0,tangent,normal} vertex attributes
...
Special setup, sorta? Current caveats:
* You have to use StandardMaterial only
* You have to use meshes with exactly {position,uv_0,tangent,normal} vertex attributes
...