Darren S
ClioSport Club Member
I feel like I've just been schooled.... 😁
Good post mate! I even followed the vast majority of it.
Good post mate! I even followed the vast majority of it.
I feel like I've just been schooled.... 😁
Good post mate! I even followed the vast majority of it.
As always - very impressive stuff that my brain would probably comprehend 1% of!
You'd have spotted the bug straight away, mate.It's quite obvious when you think about it. When calculating a ray's path at the interface between different materials (involving dielectrics - which are non-conducting and transparent and can both reflect and refract a light ray), and assuming the ray does not end up in total internal reflection, when calculating the probability of of either generating a reflection or transmission/refraction ray, you need to use the underlying geometry's raw normal. I was using a corrected normal based on microfacet theory by mistake. The corrected normal for microfacets should be used for shading and calculations in general, but not when it comes to deciding if the ray should be reflected or refracted. It messes up the probability distribution, adversely affects light radiance weighting, and breaks the law of energy conservation. And can muck up the rendering. The issue was that the messed up render is not too dissimilar to a physically correct render, hence why I kept missing the issue. Piece of cake, y'see.
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Yes yes, but when are we going to get photorealistic real time AI p**n women? Chop chop man.
I think you collectively destroyed Primarks WiFi on Friday when I was in there loitering around waiting for the Mrs and I tried loading this page up 😂Well, the upgrade to CUDA 13.1 didn't last long... now on 13.2...
Whilst I am still looking for my next job, I decided to update my path tracer and implemented an improved light scattering system. Rays travelling through a 3D scene now interact with participating media (e.g. particles in the atmosphere) if present. It's quite an expensive process, but gives some cool results - such as realistic fog. Mixed with a 3D texture, it can also be used for rendering volumetric clouds, flames, etc.
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No doubt you've seen this already, but some of these demos are ridiculous. The Starfield one is especially impressive given that the game doesn't even use basic ray tracing, let alone path tracing.
I think you collectively destroyed Primarks WiFi on Friday when I was in there loitering around waiting for the Mrs and I tried loading this page up 😂
Was genuinely like being back on dial up when the images just bit by bit load up progressively 😂😂😂
I have a few more coming soon. I've been working on extending my path traced volume support to align with with DreamWorks Animation developed - as seen in movies such as the newer Star Wars, Marvel movies, etc. Admittedly, my version is cutback a bit as I am trying to run it in real time rather than have a data centre of 10,000 GPUs render it over the course of a week!
If you ever have a name change on here, it should be GIF Nonce
For that one it was "Sharky's latest path ray tracing project 4k"If you ever have a name change on here, it should be GIF NonceWhat do you search to find the likes of these?! haha