Traversal throughput is now about 2.2–2.5× higher than before.
There is still a gap between the latest version and Embree, but that gap has narrowed significantly.
Traversal throughput is now about 2.2–2.5× higher than before.
There is still a gap between the latest version and Embree, but that gap has narrowed significantly.
Here is a page that reveals all cases that can be ported over, with a few unsupported
Except lacking white balancing, most scene look fine comapred with PBRT reference
Here is a page that reveals all cases that can be ported over, with a few unsupported
Except lacking white balancing, most scene look fine comapred with PBRT reference
It is not a perfect match with PBRT, which is not my goal anyway. (PBRT may have applied some post processing for the first scene so it looks very different)
It is not a perfect match with PBRT, which is not my goal anyway. (PBRT may have applied some post processing for the first scene so it looks very different)
With the new asset build pipeline, I asked Codex to help implement a processor that reads PBRT scenes. The renderer is agnostic of it. It works for some scene now
Left, pbrt
Right, SORT
With the new asset build pipeline, I asked Codex to help implement a processor that reads PBRT scenes. The renderer is agnostic of it. It works for some scene now
Left, pbrt
Right, SORT
Image 1 is the scene I'm testing with. Image 2, 3 and 4 show some profilling data that reveals the benefit of the feature
(TBC)
Image 1 is the scene I'm testing with. Image 2, 3 and 4 show some profilling data that reveals the benefit of the feature
(TBC)
Nowdays, you can make one profiler for your program from scratch within a few hours with AI.
It is not as powerful, but still pretty crazy.
Nowdays, you can make one profiler for your program from scratch within a few hours with AI.
It is not as powerful, but still pretty crazy.
Learned a lot building it, I'll put together a blog post on the design decisions and implementation when I find the time.
Learned a lot building it, I'll put together a blog post on the design decisions and implementation when I find the time.
Still lots to iterate next
Still lots to iterate next
In this post, I document how I implemented forward-mode automatic differentiation in my custom shading language and used it to drive mipmap selection in my offline renderer.
agraphicsguynotes.com/posts/proced...
In this post, I document how I implemented forward-mode automatic differentiation in my custom shading language and used it to drive mipmap selection in my offline renderer.
agraphicsguynotes.com/posts/proced...
I believe I have enough content to put down a blog post next.
I believe I have enough content to put down a blog post next.
I'm happy to share that I have implemented a solution.
Below is a screenshot of a few unit tests.
I'm happy to share that I have implemented a solution.
Below is a screenshot of a few unit tests.
youtube.com/watch?v=so9l...
The source code for all the new hair pt work is available in our latest release of NvRTX as well
developer.nvidia.com/game-engines...
youtube.com/watch?v=so9l...
The source code for all the new hair pt work is available in our latest release of NvRTX as well
developer.nvidia.com/game-engines...
schedule.gdconf.com/session/stat...
schedule.gdconf.com/session/stat...
We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.
The book is now available on Amazon.
We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year.
The book is now available on Amazon.
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...
Sometimes, when we work on a post with a bunch of references, we may need to remove or add items in between.
When the article is almost done, adding/removing any of the references requires updating a bunch of hardcoded numbers, which is error prone
Sometimes, when we work on a post with a bunch of references, we may need to remove or add items in between.
When the article is almost done, adding/removing any of the references requires updating a bunch of hardcoded numbers, which is error prone