I just added a path tracing quality selector in my path tracer that allows the rendering of scenes with higher ray per pixel, further stabilizing noise while sacrificing performances ๐ฅ๏ธ
Repo > https://t.co/bjfwCv4cyT
#pathtracing#indiedev#computergraphics#shader
I have to disagree with a lot of you on this one but @nvidia's frame generation are not "fake frames". Most of the time artifacts in video games are caused by rushed developers that need to hide optimization issues. If done correctly and you can't tell them apart they're not fake
i got to know this isn't the first time this has happened.
sammyuri and others have been building incredible things pushing redstone x minecraft to its limit.
a collection.
1) a complete CNN in minecraft, this was last year
Other than signal stabilization, importance sampling greatly increases GI quality. In this image you can see GI coming from 3 different contributes: light refracted by transparent objects, light reflected by reflective objects and light reflected by non reflective objects.
What makes a good path tracer?
Since #pathtracing requires integrating contributes from all direction in a hemisphere, the final image will be noisy, that's why we need a denoiser like NRD or DLSS RR. But there's one important thing that should start from you: importance sampling
In #pathtracing we mainly use two probability distribution functions: cosine weighted for diffuse, ambient occlusion and global illumination and VNDF for specular signals. Here is an example with and without importance sampling:
I've been doing tests lately trying to implement spectral dispersion (rainbows on transparent objects) and this is the result so far
#gamedev#pathtracing#computergraphics
Here's a sunset from my game engine implemented through a volumetric atmospheric scattering shader
Full video > https://t.co/Dl9t0XrtMg
#gamedev#indiedev#gameengine
I just forked ๐ด Uno Game Engine (my home made game engine) and published on github the code for the path tracing part!
Repo > https://t.co/bjfwCv4cyT
#computergraphics#gamedev#pathtracing