Pjbomb2
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pjbomb2.bsky.social
Pjbomb2
@pjbomb2.bsky.social
Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. I enjoy chatting/messages! Always looking for new opportunities
Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
Pinned
Thought I should maybe start here finally
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Reposted by Pjbomb2
#GPU #graphics folks, say I want a GPU-side concurrent hash table, and the API only supports 32-bit atomics. It's easy if keys are also 32-bit, but what if I want some complex keys (say, a struct)? Can I do this and how?
November 12, 2025 at 8:34 PM
Oh also have this
October 31, 2025 at 5:32 AM
Have this
October 31, 2025 at 5:28 AM
So it’s a bit old now but i found a major bug with my light acceleration structure TLAS, and testing adding bitfield for BLAS(left is old, right is new)
The bitfield is now fully implemented(with a fallback for depth > 32) and various other improvements have been made
October 31, 2025 at 4:45 AM
Reposted by Pjbomb2
DX12 Bindless Plugin for Unity3D is now open source, and you can use it in your projects! Can be useful for writing a custom GPU Driven Renderer. (github below)
October 11, 2025 at 2:53 PM
Some more shots by Yanus now that I’ve fixed some caustic stuff(was missing the pdf calculation for my guiding CDF…)
100% pathtraced and rendered in unity using purely TrueTrace
October 10, 2025 at 4:41 PM
Some progress on implementing Projected Displacement Mapping, still have the issue with triangle boundaries, which is partly due to triangle winding order…
October 2, 2025 at 1:09 AM
Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
October 2, 2025 at 12:51 AM
Reposted by Pjbomb2
Just stumbled upon this ancient PcPersective article on real-time ray tracing.. In 2008. :)
pcper.com/2008/06/ray-...
It details the story of nine students (Karim, Wussie, Rick, Jan, Rutger, Trevor, Mathijs, Roel, Wilco) who worked in various roles on CPU-ray traced games using the Arauna engine.
September 18, 2025 at 5:45 PM
Some images showing off my improvements to my photon mapper I have integrated into truetrace
The photon mapper is up on the Dev branch on the github
September 21, 2025 at 8:29 PM
Forgot to post these
From some improvements to my caustic photon mapper tacked into truetrace last week
September 15, 2025 at 5:40 PM
Reposted by Pjbomb2
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...

Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
September 10, 2025 at 3:51 PM
Reposted by Pjbomb2
TinyBVH 1.6.7 is now available on the main branch. Changes:
* TinyBVH now only needs C++11 (tiny_ocl.h needs C++17)
* Full-sweep SAH builder is now threaded
* Fix for crash in BuildAVX
Still zero dependencies. :)
And: The repo reached 1k stars!
Link: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
September 5, 2025 at 6:29 AM
Reposted by Pjbomb2
I am glad to attend #HPG2025 where I just presented our paper "Fused Collapsing for Wide BVH Construction", co-authored with Mathias Paulin. We propose a fast build algorithm for wide BVHs that directly computes a wide hierarchy without additional collapsing pass. Webpage: wbrbr.org/publications...
Fused Collapsing for Wide BVH Construction
wbrbr.org
June 23, 2025 at 5:27 PM
Reposted by Pjbomb2
Rendering nerds! Check out our latest work "Vector-Valued Monte Carlo Integration Using Ratio Control Variates" that has just gotten the best paper award at SIGGRAPH 2025. This paper presents a method that reduces variance of a wide range of rendering and diff. rendering tasks with negligible cost.
June 14, 2025 at 5:26 PM
Reposted by Pjbomb2
A Fluorescent Material Model for Non-Spectral Editing & Rendering

Belcour Laurent, Fichet Alban, Barla Pascal
(Intel Corp. France, Inria Bordeaux)

arxiv.org/abs/2505.19672
June 19, 2025 at 1:13 AM
Reposted by Pjbomb2
O wow, ReSTIR keeps giving. Awesome stuff.
Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski

(Max Planck Institute for Informatics, Germany & Intel, France)

iribis.github.io/publication/...
June 19, 2025 at 10:18 AM
Reposted by Pjbomb2
Saw that "The Witcher 4" UE5 tech demo with the voxel trees for fast rendering at a distance?
I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels.
Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny...
June 13, 2025 at 3:01 PM
June 4, 2025 at 5:31 PM
Reposted by Pjbomb2
Now available: A blog post on (S)BVH optimization.
The article describes how to improve beyond SBVH quality, often significantly. Results are compared to full-sweep, binned SAH and the H-PLOC.
In short: Off-line BVH construction can double ray tracing performance.
jacco.ompf2.com/2025/05/20/b...
May 20, 2025 at 3:21 PM
Added tri presplitting thanks to BoyBayKiller
Before vs after tri presplitting(splitting triangles before doing ANY building, vs SBVH which splits DURING build), only affects SWRT
Tri count jumped from 2832120 triangles to 3348607 triangles
May 12, 2025 at 4:31 PM
Reposted by Pjbomb2
Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI.

Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.

agraphicsguynotes.com/posts/unders...
Understanding The Math Behind ReSTIR GI
Recently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi...
agraphicsguynotes.com
May 10, 2025 at 12:11 AM
Reposted by Pjbomb2
That's great news! Very interesting work.
April 30, 2025 at 6:35 PM
Reposted by Pjbomb2
Progress on the quest to the Ultimate BVH.
Two observations:
1. You can optimize a BVH, using "Fast Insertion-Based Optimization".
2. "Spatial Splits" (SBVH) beats an optimized BVH, narrowly.
Two challenges:
1. SBVH practically must use binning
2. SBVH doesn't benefit from optimization.
Now what?
April 22, 2025 at 10:08 AM
pathtraced Audio vis thing, but as usually I dont have enough ideas to take it very far
ASVGF is doing a bit of smear, but honestly not as much as I woulda thought
April 26, 2025 at 7:40 PM