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
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
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
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
June 4, 2025 at 5:31 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
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
April 22, 2025 at 11:56 PM
And another one from Yanus playin with the photon mapper I’m playing with in truetrace
April 21, 2025 at 2:00 AM
Behold! First speed! Some experiments from Yanus with the photon mapper I am playing with in truetrace
April 21, 2025 at 1:59 AM
Baby’s first photon mapper!
April 18, 2025 at 4:12 PM
1 sample per pixel and 2.6k samples per pixel(cuz glass takes awhile)
April 10, 2025 at 8:17 PM
well somethings happened
No denoiser except for occasionally TAA
Just raw restir for the most part
April 10, 2025 at 5:15 PM
April 2, 2025 at 10:09 PM
so now that I can disable rasterization entirely in truetrace...
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)
April 2, 2025 at 9:42 PM
A bit better
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
April 2, 2025 at 6:43 PM
So I am not quite sure why its so low res/artifacty, I need to look into the recorder I use again I guess
But here, another high speed test
I AM using RT cores, but without RT cores the fps is about 55-60(still not enough...)
April 2, 2025 at 5:15 PM
Too many samples... the first image took 20k cuz my volume sampling is still very inefficient...
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...
March 23, 2025 at 5:58 PM
Trying the classic Unity Courtyard, but NO baking
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
March 16, 2025 at 6:34 PM
I wanted to compare two images here
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
March 14, 2025 at 8:29 PM
Oh also this
Really need to improve my volume sampler as this took 40k samples purely cuz of the volumetrics...
100% pathtraced in unity
March 12, 2025 at 7:08 PM