Nikita Krupitskas
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krupitskas.bsky.social
Nikita Krupitskas
@krupitskas.bsky.social
accelerating rendering

ex Sains Row 3 Remaster, Enshrouded, Six Days in Fallujah
Implemented a quick volumetric fog technique in my playground project, this is screen-space raymarching (not froxel-based). Could extend it with depth peeling for transparency, 3D noise textures for variety, and render at half/quarter res with bilateral upscaling + dithering for optimization.
February 13, 2025 at 2:57 PM
Reposted by Nikita Krupitskas
"Occupancy Explained" GPC 2024 presentation slides are now available online: gpuopen.com/presentation...
gpuopen.com
November 25, 2024 at 10:04 PM
Reposted by Nikita Krupitskas
This took quite some time to make. So here it is: GPU driven rendering in AnKi. Will be covering: GPU persistent data, GPU occlusion, mesh shaders and more www.youtube.com/watch?v=QNN3...
GPU driven rendering in AnKi 3D Engine
YouTube video by Panagiotis Christopoulos Charitos
www.youtube.com
November 21, 2024 at 11:54 AM
Alright, here it goes!
RTX pathtracing white furnace test of sponza, there some clunky artifacts with selfshadowing and non-temporal accumulatable mode bluesky can't handle well, so quickly hacked in accumulation buffer. Pretty happy with initial result, however to-do list keep growing😉|

#rtx #dx12
November 24, 2024 at 8:24 PM
Reposted by Nikita Krupitskas
Gamedevs: I'm putting together a document that's meant to serve as a learning guide for those aspiring to work as a games programmer or technical designer. What am I missing?

docs.google.com/document/d/1...
Game Programmer Skills Development
Skills for Game Programmers and Technical Designers This document attempts to outline useful skills for game programmers and “technical designers” who work in games. Important note: The topics in t...
docs.google.com
November 24, 2024 at 7:50 PM
Classic Half Life scientists... 😏
November 24, 2024 at 7:43 PM
I literally can't understand why HLSL still not provide PI and TWO_PI as built in constants in 2024. Like really, is there any reason for that?
November 24, 2024 at 7:09 PM
Finally! I can sample material information in my RTX pathtracer mode (red background). Visually both outputs albedo for comparation (RTX without mips and alpha cutoff). Took me quite a lof of heavylifting with indirect techniques. Highly recommend @mjp123.bsky.social Chapter 17 of Raytracing Gems 2
November 24, 2024 at 3:48 PM
Reposted by Nikita Krupitskas
To be presented in SIGGRAPH Asia:
A path tracing-compatible formulation for general-purpose wave transport.
See how light transport, under rigorous Wigner optics, can be done practically for optical, long-wavelength (RADAR/cellular), and acoustics applications.

ssteinberg.xyz/2023/03/27/r...
A Generalized Ray Formulation For Wave-Optics Rendering
Under ray-optical light transport, the classical ray serves as a linear and local "point query" of light's behaviour. Linearity and locality are crucial to the formulation of sophisticated path tracin...
ssteinberg.xyz
November 23, 2024 at 4:49 PM
Reposted by Nikita Krupitskas
We're very close to the release date of GPU Zen 3! a.co/d/gRPy2Ff
November 23, 2024 at 10:27 PM
Lets shoot first post here with some graphics stuff!
Adding indirect draw for GPU driver pipeline in my engine and I *love* how this structures and organizes my data even more. At some point it just *clicks* for all passes.
Forward/RTX path tracing/Shadows. Everything start working in unison.
October 24, 2024 at 2:23 PM