@DS2LightingMod How many rays do you use to update the cache direct light? I read on the Nvidia sharc doc that they used like 4% of the screen paths but I figure this is only for indirect lighting
@noinodev Looks amazing! How do you do the final gather per pixel with a 64x64 probe? And what tricks do you use to make it that stable? I saw other implementations and they all break apart when moving the camera or a light
@SoftEngineer It looks really good! Are you just propagating between neighboring probes, or is there some ray tracing involved? The indirect shadows seem more detailed than what I’d expect from a sparse volume. Also is this real time gi or precomputation?
@JarkkoPFC What are the dimensions of the big tile reservoir texture and small tile texture? How many pixels of the final render image would there be for each of these tiles? Thanks, tried the game and loved the visuals
@KtAakash@I3DCONF@eric_heitz@PJNarayanan@unity How were the shadows calculated in that kitchen scene? Did you implement your previous paper "Fast Analytic Soft Shadows from Area Lights"?
@reduzio Aside from optimizing occupancy by reducing VGPR usage, what other key factors should I focus on when optimizing shader code? Do you have any specific guidelines or best practices you recommend following when writing shaders?
Also thank you for these threads!
@MZyanide@KostasAAA I thought ReGIR was only used for secondary ray hits outside of the camera. Is it recommended to use it for primary hits like this? The results look really good
@Pjbomb2 Woah dude, love seeing your progress! How do you handle dynamic objects? By refitting the acceleration structure? If so how do you manage to avoid the AS quality deteriorating over time?