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David Peipei

@davidpei.bsky.social

Real time Graphics Engineer working on Wonderland Engine. On the side I do WebGPU pathtracing and lightmapping πŸ’« in rust πŸ¦€

48 Followers  |  23 Following  |  16 Posts  |  Joined: 24.11.2024
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Posts by David Peipei (@davidpei.bsky.social)

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Most of the noise from disocclusion is now gone. Reflections will be a pain to handle, looking forward to it 😁

I waited too long for that, but I really need some mipmaps to get rid of the texture sampling artefact 🫠

#webgpu #rust

20.02.2026 19:47 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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GitHub - EmbarkStudios/kajiya: πŸ’‘ Experimental real-time global illumination renderer πŸ¦€ πŸ’‘ Experimental real-time global illumination renderer πŸ¦€ - EmbarkStudios/kajiya

SVGF / ASVGF are pretty good start.

Haven't deeply looked, but I remember that Tomasz Stachowiak did some pretty good job here as well: github.com/EmbarkStudio...

20.02.2026 10:02 β€” πŸ‘ 3    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Pretty common SVGF for now.

My noise distribution isn't great here, I will need to re-read all your blue noise material soon :P

19.02.2026 10:08 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Got some time to spend on the pathtracer denoiser. It's getting there, and the next step is to fix those disocclusion artefacts.

I will start working more and more on this project, and share more info hopefully soon!

#rust #webgpu

18.02.2026 22:51 β€” πŸ‘ 12    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0
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GitHub - DavidPeicho/tinybvh-rs: Rust wrapper for the tinybvh libary Rust wrapper for the tinybvh libary. Contribute to DavidPeicho/tinybvh-rs development by creating an account on GitHub.

Just released a new version of github.com/DavidPeicho/...

* Removes the "basic" API in favor of the "advanced" API provided by #tinybvh.
* Unifies layouts build
* Safer usage

This version is API-breaking, but the library was still tagged as beta πŸ˜„ Will probably hit 0.1.0 soon this time!

25.01.2026 22:58 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0

Haven't been improving tinybvh-rs much lately, but catching up soon!

Unfortunately, compiling a rust crate depending on tinybvh-rs is painful if you don't want to use emscripten. I just decided to not use tinybvh in wasm rust anymore, slowing down my progress on tinybvh-rs.

23.02.2025 19:15 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I have hit that working on SVGF. Quite limiting indeed.

17.02.2025 21:44 β€” πŸ‘ 1    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
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Using ReSTIR to importance sample the brightest pixels on an image

www.shadertoy.com/view/XfycWw

15.02.2025 09:49 β€” πŸ‘ 88    πŸ” 20    πŸ’¬ 2    πŸ“Œ 0

First time that I think that rust tooling needs some work: The WebAssembly support with a dependency in C++ is not yet nice to use.

Using wasm32-unknown-emscripten also means not using wasm-bindgen

26.01.2025 18:45 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

I have a #rustlang dependency building a C++ library. Want to compile my project to the wasm32-unknown-unknown target.

I feel like I have no choice than making a wasm module out of the C++ dependency itself?

25.01.2025 10:43 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Demodulated vs non-demodulated albedo.

Need to manually interpolate the texture atlas to get rid of the sampling artefacts tho.

18.01.2025 19:41 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Ha my bad! For some reason I assumed it was 1spp denoised, and I was quite amazed by a result like that with an env! Still looks amazing!

18.01.2025 18:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Looks really nice! How much noise is visible when moving the light? Hard to tell with the compression :)

18.01.2025 18:47 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

*fast BVH intersections

18.01.2025 16:46 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Thanks! Would indeed not have those BVH intersections without tinybvh πŸ˜„

18.01.2025 16:45 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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First post here!

Continuing my journey on my #rustlang #webgpu pathracing library, fully GPU software, i.e., no RTX.

TLAS + Texture atlas performance are slowing down the pathtracing quite a bit. Will need to focus on that after I get rid of more noise

18.01.2025 16:16 β€” πŸ‘ 20    πŸ” 1    πŸ’¬ 1    πŸ“Œ 1

Really nice! What’s the ray max depth on the above gif? Is it 1ssp? :)

18.01.2025 10:30 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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TinyBVH has been updated to 1.2.5 on main. New:
TLAS/BLAS construction and traversal, for single and double precision BVHs, and including a brand new GPU demo: See the attached real-time footage, captured at 1280x720 on an NVIDIA 2070 laptop GPU.
#RTXoff
github.com/jbikker/tiny...

16.01.2025 13:26 β€” πŸ‘ 50    πŸ” 9    πŸ’¬ 3    πŸ“Œ 0