Rasmus Rønn Nielsen's Avatar

Rasmus Rønn Nielsen

@sumsar.bsky.social

Graphics programmer at Unity. I like math, parallel computation, realtime path tracing, ReSTIR.

96 Followers  |  29 Following  |  11 Posts  |  Joined: 24.10.2024  |  1.5737

Latest posts by sumsar.bsky.social on Bluesky

Looks great! Doing anything fancy for denoising?

01.06.2025 21:04 — 👍 0    🔁 0    💬 1    📌 0

www.phys.ufl.edu/courses/phy3...

29.05.2025 14:07 — 👍 1    🔁 0    💬 0    📌 0

I see now that I accidentally swapped DXR1.0 and DXR1.1 in my previous message. Sorry for the confusion, I hope the message came across.

I thought the problem of variable material complexity was handled in DXR1.0 by assigning different hit shaders for each material? 🤔

09.04.2025 12:01 — 👍 0    🔁 0    💬 0    📌 0
Preview
Explore GPU advancements in M3 and A17 Pro - Tech Talks - Videos - Apple Developer Learn how Dynamic Caching, the next-generation shader core, hardware-accelerated ray tracing, and hardware-accelerated mesh shading of...

Like AMD, Apple too bet on a DXR1.0-like hardware implementation of ray tracing (as opposed to Nvidia/Intel which is more DXR1.1-like) and I guess this is one of the primary reasons for why they both have prioritized dynamic register allocation. I wonder how these two strategies will play out.

09.04.2025 08:44 — 👍 0    🔁 0    💬 1    📌 0

Coincidentally, I’m currently working on a little test suite which tries to measure the performance of various temporal filters (Stachowiaks being one of them). Given a stream of samples from a dynamic distribution, which filter “finds” the current mean the fastest without being too noisy?

18.02.2025 22:38 — 👍 1    🔁 0    💬 0    📌 0

Yeah I agree it lacks detail. You can find a little more detail in media.contentapi.ea.com/content/dam/..., see page 26. Personally, I want to understand more deeply why+how their method works and if we can do even better.

18.02.2025 22:27 — 👍 2    🔁 0    💬 1    📌 0

Nice! For the blending, did you go with Stachowiaks method from Pica Pica or something else?

18.02.2025 22:13 — 👍 1    🔁 0    💬 1    📌 0

The "middle ground" that I suspect deserves more attention is realtime GI systems which solves in a coarser space than screen space. GIBS is one example (surfels), Godot has another (DDGI-like probe cascades), but can you name more? Potential benefits are no SS artifacts and fewer rays to trace.

28.12.2024 22:17 — 👍 1    🔁 0    💬 0    📌 0
x.com

Agreed. Other "middle ground" solutions are definitely possible but this solution space is largely left unexplored (perhaps because this is less sexy?). IMO this is a shame and FWIW we are exploring this space at Unity currently. Also, you may enjoy this prototype of mine: x.com/raroni86/sta....

28.12.2024 13:39 — 👍 1    🔁 0    💬 2    📌 0

Interesting as always, Tomasz. I have a question! ✋

Do I understand it correctly that each full-res pixel will only contain contribution from 2 lights in the end, i.e. the two that were output from WRS? Or do you also use the 6 "losing lights" somehow?

06.12.2024 07:56 — 👍 1    🔁 0    💬 1    📌 0

Great work, Jacco, and thanks for sharing. Do you plan to make a GPU-side CWBVH builder?

21.11.2024 08:14 — 👍 0    🔁 0    💬 1    📌 0

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