@hasen_95dx@mothoshi@Semper_Viventem if a human is hired then he takes responsibility. If he is not, why he is even allowed to read and edit your codebase.
@Luminoth82 Please stop spreading hate towards tech veterans who are willing to share enormous amount of real knowledge to the public just because they are exploring techs you don’t agree with.
@JKoukourakis UE and Unity are both tools. They require specific set of knowledge to work with, just know general programming or arts are not enough to be fully qualified immediately.
@SebAaltonen@ID_AA_Carmack I am making my game and engine before AI prog, I have to admit AI has accelerated the process by more than 10 if not 20 times faster. Human intervention still takes most part when it comes to core modules. But for inspector and tooling the amount of time AI saves is immeasurable
@cybereality@nvidia i am amazed by how stable their gi is. I can still see whobbling in tiny close range geometry so it’s a screen space probe but I can’t find any other disocclusion artifacts.
ReSTIR PT Enhanced: Algorithmic Advances for Faster and More Robust ReSTIR Path Tracing
Daqi Lin, Markus Kettunen, Chris Wyman
(Nvidia)
Paper: https://t.co/iNGSnBSZK2
Page: https://t.co/0IVUtByI2w
Video: https://t.co/HsksGfkxtI
Supplementary: https://t.co/3ouhZVRGux

Abstract
Algorithms leveraging ReSTIR-style spatiotemporal reuse have recently proliferated, hugely increasing effective sample count for light transport in real-time ray and path tracers. Many papers have explored novel theoretical improvements, but algorithmic improvements and engineering insights toward optimal implementation have largely been neglected. We demonstrate enhancements to ReSTIR PT that make it 2–3x faster, decrease both visual and numerical error, and improve its robustness, making it closer to production-ready. We halve the spatial reuse cost by reciprocal neighbor selection, robustify shift mappings with new footprint-based reconnection criteria, and reduce spatiotemporal correlation with duplication maps. We further improve both performance and quality by extensive optimization, unifying direct and global illumination into the same reservoirs, and utilizing existing techniques for color noise and disocclusion noise reduction.
@vivoplt if it’s main no matter how many commits you are behind, you should always rebase. I don’t see any case you should merge main into your own local repo branch
@Kiiiri7@Dispatch_Graph I also made that mistake once. it will be more correct to multiply the indirect light with the primary albedo just like the direct light do!