Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
The bitfield is now fully implemented(with a fallback for depth > 32) and various other improvements have been made
The bitfield is now fully implemented(with a fallback for depth > 32) and various other improvements have been made
100% pathtraced and rendered in unity using purely TrueTrace
100% pathtraced and rendered in unity using purely TrueTrace
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?
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?
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.
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.
The photon mapper is up on the Dev branch on the github
The photon mapper is up on the Dev branch on the github
From some improvements to my caustic photon mapper tacked into truetrace last week
From some improvements to my caustic photon mapper tacked into truetrace last week
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.
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.
* 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...
* 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...
Belcour Laurent, Fichet Alban, Barla Pascal
(Intel Corp. France, Inria Bordeaux)
arxiv.org/abs/2505.19672
Belcour Laurent, Fichet Alban, Barla Pascal
(Intel Corp. France, Inria Bordeaux)
arxiv.org/abs/2505.19672
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/...
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...
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...
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...
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...
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
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
Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.
agraphicsguynotes.com/posts/unders...
Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed.
agraphicsguynotes.com/posts/unders...
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?
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?
ASVGF is doing a bit of smear, but honestly not as much as I woulda thought
ASVGF is doing a bit of smear, but honestly not as much as I woulda thought