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?
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
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
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
No denoiser except for occasionally TAA
Just raw restir for the most part
No denoiser except for occasionally TAA
Just raw restir for the most part
After turning on RT cores, this is the perf I get(and also turning off my postprocessing, cuz its a bit expensive)
(With RT cores off, perf bounces between 60 and 110, average of 75-80)
After turning on RT cores, this is the perf I get(and also turning off my postprocessing, cuz its a bit expensive)
(With RT cores off, perf bounces between 60 and 110, average of 75-80)
This time is WITHOUT RT CORES, as I found why it was slowing down before(Always merge your BLAS's people!)
Still 195 dynamic objects, 5 mil tris
FULLY pathtraced using my renderer TrueTrace
This time is WITHOUT RT CORES, as I found why it was slowing down before(Always merge your BLAS's people!)
Still 195 dynamic objects, 5 mil tris
FULLY pathtraced using my renderer TrueTrace
But here, another high speed test
I AM using RT cores, but without RT cores the fps is about 55-60(still not enough...)
But here, another high speed test
I AM using RT cores, but without RT cores the fps is about 55-60(still not enough...)
First image was mesh lights, second was point lights
its clear that I need to find a way to better sample both the SGTree and the RIS for unity lights along a finite path...
First image was mesh lights, second was point lights
its clear that I need to find a way to better sample both the SGTree and the RIS for unity lights along a finite path...
100% FULLY pathtraced with RT cores
About half the cost per frame is not even truetrace
Ghost artifacts were some missing meshes
Truetrace is completely free and open source on the asset store and on github for more up-to-date versions
100% FULLY pathtraced with RT cores
About half the cost per frame is not even truetrace
Ghost artifacts were some missing meshes
Truetrace is completely free and open source on the asset store and on github for more up-to-date versions
Left is naive PT
The ONLY thing thats changed in the right image is I turned on my restir GI. thats IT! and not including the extra shadow ray, its only 2ms to run...
#pathtracing #unity
Left is naive PT
The ONLY thing thats changed in the right image is I turned on my restir GI. thats IT! and not including the extra shadow ray, its only 2ms to run...
#pathtracing #unity
Really need to improve my volume sampler as this took 40k samples purely cuz of the volumetrics...
100% pathtraced in unity
Really need to improve my volume sampler as this took 40k samples purely cuz of the volumetrics...
100% pathtraced in unity