Pjbomb2
@pjbomb2.bsky.social
240 followers 64 following 64 posts
Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. I enjoy chatting/messages! Always looking for new opportunities Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
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pjbomb2.bsky.social
Some progress on implementing Projected Displacement Mapping, still have the issue with triangle boundaries, which is partly due to triangle winding order…
pjbomb2.bsky.social
Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"?
If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?
Reposted by Pjbomb2
jbikker.bsky.social
Just stumbled upon this ancient PcPersective article on real-time ray tracing.. In 2008. :)
pcper.com/2008/06/ray-...
It details the story of nine students (Karim, Wussie, Rick, Jan, Rutger, Trevor, Mathijs, Roel, Wilco) who worked in various roles on CPU-ray traced games using the Arauna engine.
pjbomb2.bsky.social
Some images showing off my improvements to my photon mapper I have integrated into truetrace
The photon mapper is up on the Dev branch on the github
pjbomb2.bsky.social
Forgot to post these
From some improvements to my caustic photon mapper tacked into truetrace last week
Reposted by Pjbomb2
pixeljetstream.bsky.social
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...

Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics
Reposted by Pjbomb2
jbikker.bsky.social
TinyBVH 1.6.7 is now available on the main branch. Changes:
* TinyBVH now only needs C++11 (tiny_ocl.h needs C++17)
* Full-sweep SAH builder is now threaded
* Fix for crash in BuildAVX
Still zero dependencies. :)
And: The repo reached 1k stars!
Link: github.com/jbikker/tiny...
GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.
Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh
github.com
Reposted by Pjbomb2
wbrbr.bsky.social
I am glad to attend #HPG2025 where I just presented our paper "Fused Collapsing for Wide BVH Construction", co-authored with Mathias Paulin. We propose a fast build algorithm for wide BVHs that directly computes a wide hierarchy without additional collapsing pass. Webpage: wbrbr.org/publications...
Fused Collapsing for Wide BVH Construction
wbrbr.org
Reposted by Pjbomb2
tzumaoli.bsky.social
Rendering nerds! Check out our latest work "Vector-Valued Monte Carlo Integration Using Ratio Control Variates" that has just gotten the best paper award at SIGGRAPH 2025. This paper presents a method that reduces variance of a wide range of rendering and diff. rendering tasks with negligible cost.
Reposted by Pjbomb2
shamanix.bsky.social
A Fluorescent Material Model for Non-Spectral Editing & Rendering

Belcour Laurent, Fichet Alban, Barla Pascal
(Intel Corp. France, Inria Bordeaux)

arxiv.org/abs/2505.19672
pjbomb2.bsky.social
Yoooo what?? I thought opacity micro maps were kinda locked down black box to an extent, or needed dedicated hardware to be faster!
Reposted by Pjbomb2
jbikker.bsky.social
O wow, ReSTIR keeps giving. Awesome stuff.
shamanix.bsky.social
Histogram Stratification for Spatio-Temporal Reservoir Sampling

Corentin Salaün, Martin Bálint, Laurent Belcour, Eric Heitz, Gurprit Singh and Karol Myszkowski

(Max Planck Institute for Informatics, Germany & Intel, France)

iribis.github.io/publication/...
pjbomb2.bsky.social
What’s the speed vs a pure bvh like?
Reposted by Pjbomb2
jbikker.bsky.social
Saw that "The Witcher 4" UE5 tech demo with the voxel trees for fast rendering at a distance?
I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels.
Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny...
Reposted by Pjbomb2
jbikker.bsky.social
Now available: A blog post on (S)BVH optimization.
The article describes how to improve beyond SBVH quality, often significantly. Results are compared to full-sweep, binned SAH and the H-PLOC.
In short: Off-line BVH construction can double ray tracing performance.
jacco.ompf2.com/2025/05/20/b...
pjbomb2.bsky.social
Added tri presplitting thanks to BoyBayKiller
Before vs after tri presplitting(splitting triangles before doing ANY building, vs SBVH which splits DURING build), only affects SWRT
Tri count jumped from 2832120 triangles to 3348607 triangles
Reposted by Pjbomb2
Reposted by Pjbomb2
jbikker.bsky.social
Progress on the quest to the Ultimate BVH.
Two observations:
1. You can optimize a BVH, using "Fast Insertion-Based Optimization".
2. "Spatial Splits" (SBVH) beats an optimized BVH, narrowly.
Two challenges:
1. SBVH practically must use binning
2. SBVH doesn't benefit from optimization.
Now what?
pjbomb2.bsky.social
pathtraced Audio vis thing, but as usually I dont have enough ideas to take it very far
ASVGF is doing a bit of smear, but honestly not as much as I woulda thought
pjbomb2.bsky.social
And another one from Yanus playin with the photon mapper I’m playing with in truetrace