I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
https://t.co/4W73dxKwdy
It was great to make a tech video that finally has a positive story for PC. But based on the comments under it on YT, you would presume that Dragon Age The Veil Guard might be responsible for some heinous crimes against humanity based on the vitriol there. Many comments...
@BenSimsTech We use an intersection shader for heightfield marching terrain. So a similar situation. The terrain is made of patches, and each patch is an AABB node in the TLAS.
That being said, we're looking at taking this out of TLAS and doing manually before/after the traceRay call.
Check out this awesome paper from SEED on how to tailor the frequencies of rendering noise to improve image denoising in real time rendering. The paper is being presented next week at @I3DCONF in Philadelphia https://t.co/7qmk75Vcr5
Job Opening - Senior Rendering Engineer!🎉✨
We seek someone passionate about fast, anti-aliased, color-corrected, physically-based, subsurface-scattered shiny pixels to join us on our quest for the future of real-time graphics at @EA.
https://t.co/pyZTcfFWjZ
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