Those result clips are very convincing and the scope to develop the ideas here seem broad. Isn't this completely novel?https://zheng95z.github.io/publications/roma23
Approach on software RT with interesting performance.
Those result clips are very convincing and the scope to develop the ideas here seem broad. Isn't this completely novel?https://zheng95z.github.io/publications/roma23
Approach on software RT with interesting performance.
Those result clips are very convincing and the scope to develop the ideas here seem broad. Isn't this completely novel?
See given references, but i think it's a new variant of an old idea.Isn't this completely novel?
Not looked at the doc but does Intel arc already do ray reordering etc?See given references, but i think it's a new variant of an old idea.
Which basically is to presort the scene along a given direction, and eventually projecting and binning it on a regular grid of the perpendicular plane.
If we have a max bound on depth complexity, we can then claim a O(1) TraceRay function along this direction. Instead traversal we can use binary or linear search with linear memory access.
That's awesome, but to support multiple directions, we now need to build one such acceleration structure for each. And if we have many unique directions, classical RT quickly becomes faster.
One older variant of this idea i remember is this realtime GI experiment:
The blog post seems gone, but iirc, he first rendered the scene with depth peeling from multiple directions with ortho projection.
The peeled depth layers give us all surface fragments along the direction in order. So with a max depth of say 32, we get a O(1) TraceRay function just like with the new paper.
We can also easily calculate light transport from one fragment to the next, which is what i think he has done.
Same idea, different implementation, similar data structures.
The problem in general is scaling. It's fast if we're happy with a 32^3 voxel box representing the whole scene, but if we need much higher resolution, the brute force generation of acceleration becomes the bottleneck quickly. Compressed offline data for static scene might make sense.
We can see in the paper that DXR generating BVH is already faster than voxelizing and rotating / projecting the result multiple times.
The specific problem of the paper is probably the lack of surface representation, which is why they have used reflective shadow maps to show GI (surface material in the SM, but thus limited to just the first bounce).
Due to that limitation, we can not use it to have a simple HWRT fallback on non RT HW. Because we do not know the surface material of ray hitpoints, we could not easily implement the same RT lighting model on the fallback branch as well.
Adding surface data means one bit no longer is enough.
So to me it seems most interesting to get some proper long range AO. But in case we need that, we're already fucked anyway.
But still interesting. : )
I really like this talk. He spends a lot of time talking about "simple" things that he doesn't think are easily available. Really just trying to cover their tech and also improve general availability of some common things.
They group hit points of the same materials, so a thread group likely processes the same material shaders, afaik.Not looked at the doc but does Intel arc already do ray reordering etc?
Maybe if the HW has RT support, but the chip is just too small to make it practically useful. Steam Deck for example.Would this still benefit GPUs that has that hardware?
Yes. Ofc. the observations he made work in world space too, not just in screenspace. ; )The GI solution here seems interesting.
Yes. Ofc. the observations he made work in world space too, not just in screenspace. ; )
Wayback Machine to the rescue: https://web.archive.org/web/20140610070122/thomasdiewald.com/blog/?p=2099The blog post seems gone
This presentation provides a deep dive into temporal upscaling, describing how different parts of the algorithm work together to generate the final image and what techniques are used in FSR to mitigate various common artifacts.
The presentation will also cover lessons learned from integrating temporal upscaling into various AAA games and will suggest best practices for integration, from quickly getting a working prototype to full integration into your engine using all bells and whistles.
Finally, this presentation will discuss the evolution of FSR 2 since initial release, as several internal features required a significant redesign due to special requirements of various titles.
Did not see this talk posted ... little about FSR 3.
July 25, 2023
Here is a link to the presentation on the GI solution in Path of Exile 2:
Radiance Cascades:
A Novel Approach to Calculating Global
Illumination[WIP]
RadianceCascades.pdf
drive.google.com
SIGGRAPH Presentation about GT 7