Most of the noise from disocclusion is now gone. Reflections will be a pain to handle, looking forward to it π
I waited too long for that, but I really need some mipmaps to get rid of the texture sampling artefact π«
#webgpu #rust
Most of the noise from disocclusion is now gone. Reflections will be a pain to handle, looking forward to it π
I waited too long for that, but I really need some mipmaps to get rid of the texture sampling artefact π«
#webgpu #rust
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...
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
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
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 π Will probably hit 0.1.0 soon this time!
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.
I have hit that working on SVGF. Quite limiting indeed.
17.02.2025 21:44 β π 1 π 1 π¬ 0 π 0
Using ReSTIR to importance sample the brightest pixels on an image
www.shadertoy.com/view/XfycWw
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
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?
Demodulated vs non-demodulated albedo.
Need to manually interpolate the texture atlas to get rid of the sampling artefacts tho.
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 π 0 π 0 π¬ 0 π 0Looks really nice! How much noise is visible when moving the light? Hard to tell with the compression :)
18.01.2025 18:47 β π 1 π 0 π¬ 1 π 0*fast BVH intersections
18.01.2025 16:46 β π 1 π 0 π¬ 0 π 0Thanks! Would indeed not have those BVH intersections without tinybvh π
18.01.2025 16:45 β π 1 π 0 π¬ 1 π 0
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
Really nice! Whatβs the ray max depth on the above gif? Is it 1ssp? :)
18.01.2025 10:30 β π 0 π 0 π¬ 1 π 0
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...