Rasmus Rønn Nielsen
sumsar.bsky.social
Rasmus Rønn Nielsen
@sumsar.bsky.social
Graphics programmer at Unity. I like math, parallel computation, realtime path tracing, ReSTIR.
Looks great! Doing anything fancy for denoising?
June 1, 2025 at 9:04 PM
www.phys.ufl.edu
May 29, 2025 at 2:07 PM
I see now that I accidentally swapped DXR1.0 and DXR1.1 in my previous message. Sorry for the confusion, I hope the message came across.

I thought the problem of variable material complexity was handled in DXR1.0 by assigning different hit shaders for each material? 🤔
April 9, 2025 at 12:01 PM
Like AMD, Apple too bet on a DXR1.0-like hardware implementation of ray tracing (as opposed to Nvidia/Intel which is more DXR1.1-like) and I guess this is one of the primary reasons for why they both have prioritized dynamic register allocation. I wonder how these two strategies will play out.
Explore GPU advancements in M3 and A17 Pro - Tech Talks - Videos - Apple Developer
Learn how Dynamic Caching, the next-generation shader core, hardware-accelerated ray tracing, and hardware-accelerated mesh shading of...
developer.apple.com
April 9, 2025 at 8:44 AM
Coincidentally, I’m currently working on a little test suite which tries to measure the performance of various temporal filters (Stachowiaks being one of them). Given a stream of samples from a dynamic distribution, which filter “finds” the current mean the fastest without being too noisy?
February 18, 2025 at 10:38 PM
Yeah I agree it lacks detail. You can find a little more detail in media.contentapi.ea.com/content/dam/..., see page 26. Personally, I want to understand more deeply why+how their method works and if we can do even better.
February 18, 2025 at 10:27 PM
Nice! For the blending, did you go with Stachowiaks method from Pica Pica or something else?
February 18, 2025 at 10:13 PM
The "middle ground" that I suspect deserves more attention is realtime GI systems which solves in a coarser space than screen space. GIBS is one example (surfels), Godot has another (DDGI-like probe cascades), but can you name more? Potential benefits are no SS artifacts and fewer rays to trace.
December 28, 2024 at 10:17 PM
Agreed. Other "middle ground" solutions are definitely possible but this solution space is largely left unexplored (perhaps because this is less sexy?). IMO this is a shame and FWIW we are exploring this space at Unity currently. Also, you may enjoy this prototype of mine: x.com/raroni86/sta....
x.com
x.com
December 28, 2024 at 1:39 PM
Interesting as always, Tomasz. I have a question! ✋

Do I understand it correctly that each full-res pixel will only contain contribution from 2 lights in the end, i.e. the two that were output from WRS? Or do you also use the 6 "losing lights" somehow?
December 6, 2024 at 7:56 AM
Great work, Jacco, and thanks for sharing. Do you plan to make a GPU-side CWBVH builder?
November 21, 2024 at 8:14 AM