Ipotrick
@ipotrick.bsky.social
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ipotrick.bsky.social
It's surprisingly detailed considering the low probe density.
It's also practically completely free as its trivial to calculate the radiance in the same shader as the irradiance per texel.
ipotrick.bsky.social
The radiance cache works by storing another layer of texels on the probe. The new texels store the direct radiance coming into their direction, no cos convolve.

When shading rtgi ray hits, i sample the radiance of the 8 closest probes by projecting the radiance back onto the hit ws position.
ipotrick.bsky.social
Experimenting more with hybrid probe and per pixel traced gi.

I now use a radiance cache to shade per pixel ray trace hits.

It saves a lot of performance and the quality is very close to proper hit shading.

Roughly saving ~30-70% of performance for rtgi (local lights make this verrry worthwhile).
ipotrick.bsky.social
Experimenting more with hybrid probe and per pixel traced gi.

I now use a radiance cache to shade per pixel ray trace hits.

It saves a lot of performance and the quality is very close to proper hit shading.

Roughly saving ~30-70% of performance for rtgi (local lights make this verrry worthwhile).
ipotrick.bsky.social
perf is not too great now, probes take around 500us to update, 600us to eval screen irradiance.
Rtgi replaces the eval screen irradiance but takes around 2-3ms now.
ipotrick.bsky.social
Goal is to shoot short traces from pixels (up to maybe 15 meters).

On miss the ray would read the probe volume radiance in the rays direction.

The shorter raylength improves performance immensly.

This hybrid RTGI/probe GI is something that i believe could be very performant and pretty.
ipotrick.bsky.social
Started to experiment with raytraced diffuse gi.
My probe GI works well but it just can not represent fine details with good performance/memory usage.

AO helps it a lot i want even more.

Most of the work on RTGI is denoising, very interesting work.

Here the current state: Probes only vs RTGI:
ipotrick.bsky.social
Great stuff 😍
ipotrick.bsky.social
Yoo, timberdoodle is in there. Great projects all around :)
jakedelmastro.com
It's finally here!

I'm pleased to share GP-Direct 2025, the latest edition of the graphics programming discord showcase!

No engine? No problem. We wrote our own!

Thank you to all the talented people who participated!

youtu.be/e9qK6EtqB-Q?...

#indiegamedev #graphicsprogramming
GP-Direct 2025 - Graphics Programming Showcase
YouTube video by Graphics Programming
youtu.be
Reposted by Ipotrick
mollybangles.bsky.social
It’s Timberdoodle time 💛🪶🥔

American Woodcock in Bryant Park, NYC, March 2025
An American Woodcock - a mostly tan/buff colored bird with a potato-like body, very long slender beak, and large eyes - posing among the leaf litter and green ivy on the ground in Bryant Park. The bird is mostly facing the camera, head turned ever so slightly to the left. An American Woodcock walking among the leaf litter and green ivy on the ground in Bryant Park. The skyline is reflected in their left eye.
Reposted by Ipotrick
dachsjaeger.bsky.social
The tech and graphical advancements in Assassin's Creed Shadows are mighty impressive: Micropolygon geometry, fluid wind simulations, ray traced global illumination and so much more. How do they all work and compare to AC games of the past? Find out in my video below!
youtu.be/nhFkw5CqMN0
Reposted by Ipotrick
kostasanagnostou.bsky.social
Thread divergence during constant buffer reads can have a big perf impact, this presentation discusses how to detect this on NVidia GPUs using GPU Trace and Shader profiler. Also shows how useful access to ISA is for understanding what the shader does under the hood. www.youtube.com/watch?v=HSsP...
How to Improve Shader Performance by Resolving LDC Divergence
YouTube video by NVIDIA Game Developer
www.youtube.com
Reposted by Ipotrick
dachsjaeger.bsky.social
While watching all the trailers from the Sony State of Play I could not help but notice that 90% of the games shown are Unreal Engine games... with each new scene/effect/character shown it is hard not to think "that will probably stutter on PC".
Reposted by Ipotrick
ipotrick.bsky.social
firefox + duckduckgo is pretty solid
ipotrick.bsky.social
somehow, i know that this is correct
ipotrick.bsky.social
the warping of the octahedral mapping means that this is not an ideal way to sample in all cases as sometimes the texel distances are much shorter than in other areas of the probe.
But generally, this does not seem to cause issues.
ipotrick.bsky.social
this is a color coded debug view showing the debugged depth texel (red) and the weight it assigns to all the trace results (green).

As you can see, the weights become 0 nearly immediately.
Sampling a texel area of 6x6 for this resolution is more than enough to get all valid traces.
ipotrick.bsky.social
The trick is to trace rays into a octahedral trace result texture per probe.
The texel update threads can then narrow the area of the trace result texture to consider. For visibility updates, a texel area of only 6x6 contains all relevant samples. 6x6 is 7 times less loop iterations compared to 256.
ipotrick.bsky.social
One of the biggest changes and optimizations i made to my DDGI impl is how probe texels are updated.
Instead of all texels looping over all rays per probe, each texel only checks out relevant rays.

This is a big performance gain with high ray counts (>256) and good depth resolutions of 16x16.
Reposted by Ipotrick
nicebyte.bsky.social
something I've been thinking about recently: could object-space shading be the key to mitigating artifacts from temporal techniques? accumulating data over time in "shade space" rather than camera frame that flails around.
www.oxidegames.com/wp-content/u...
www.oxidegames.com
ipotrick.bsky.social
out of curiosity how do you even do sfinae in hlsl, i thought the templates arent powerful enough to do it?
Reposted by Ipotrick
jendrikillner.bsky.social
Graphics Programming weekly - Issue 375 - January 19th, 2025 www.jendrikillner.com/post/graphic...
ipotrick.bsky.social
atm its just the raw ddgi probes where i reduce the cos weight for ray directions per sample to a narrow angle.

I wanna play with sh but didnt come to that yet.

The sampling cost of sh seems kinda hefty considering i interpolate 8 probes per pixel