Chris Wallis
489 posts

Chris Wallis
@chriskwallis
Senior rendering engineer at The Coalition. Comments are my own
Seattle, WA Beigetreten Ocak 2019
158 Folgt1.9K Follower

@dev_esnosy Lets me easily specify the thickness of the ray visualization
English

@ohnoweknow I used a ray-cylinder intersection from shadertoy.com/view/4lcSRn. Basically I save off all the rays into an array, and then trace against them in a for-loop treating the rays as cylinders with a fixed radius size. It's brute force but good enough for a prototype
English

@chriskwallis Always dreamt about such feature but were too lazy to implement.
Havent understood ray-cylinder part, during visualization stage?
English

@Jiayin_Cao What is Mano? I'm aware there's ways you could write out strings to a UAV though I worry if stuff like that will either ruin occupancy or drastically extend shader compiler times. I guess I could only light up prints only when I need it for debugging thouvh
English

@chriskwallis To my knowledge, there are two options to implement it.
Mano has a unique way to get it working. UE has an implementation as well.
English

@Jiayin_Cao Hrmm I don't support shader print yet but maybe that should be next on my list!
English

@chriskwallis Hot shader compilation coupled with shader print is a must have for debug rendering issues.
English

Quick and dirty post on implementing hot shader reload with DXC: wallisc.github.io/rendering/2024…

English

@vkoskiv @yiningkarlli Yeah I've considered this before, it would be super useful. How big of an effort is something like this? How much do you have to mold your project to fit around Blenders' API?
English

@chriskwallis @yiningkarlli I hooked mine up to Blender: github.com/vkoskiv/c-ray/…
Not the most pleasant experience, many bugs remain, but it’s workable for trying stuff out.
Vantaa, Suomi 🇫🇮 English

@yiningkarlli Curious to hear what you land on! Retrofitting an editor onto my code is not great, materials are "easy" but just being able to translate a single mesh around in the scene is going to be a PITA..
English

@chriskwallis I avoided this for a long time too and eventually caved and decided my next-gen hobby renderer will include an editor system. So far I’ve spent a long time building out an editing framework but have yet to actually make much progress on writing the new renderer. 😅
English

Nico M.@nico_m__
English

@AaronMJacobs3 I'm not going to PAX but I'm in Seattle if you want to get a bite some time!
English

Been having a lot of fun playing this with my son. The mechanics remind me a lot of the hang glider missions in Pilot Wings but mashed with Kiki's Delivery service

Abraham Cozar@abraham_cozar
the little witch videogame is released! 📦🧹 enjoy a delivery adventure in a magic island ✨ available now on Steam (Steam deck!) and Nintendo Switch
English

@ThierryCantenot Yeah I do see the CoD and Moana scene having objects being 3-4k units away. I'm not sure I'd establish a unit conversion but I could see scaling a scene so that it always fits within some unit range though. Hasn't been a huge issue...yet anyways
English

@chriskwallis Well without conversion, an object that is for example 100m away from the origin would be stored as being almost 4000 inches away or 4000 "engine units" in your case
English

I love seeing studios share real content like this, had to of course drop these into my path tracer and take a few renders.
Exposed a few bugs in my code like the banding that I realize only happens with extreme unit scaling




Activision@Activision
The release of a new open-source data set, features the map Caldera from Call of Duty: Warzone for non-commercial use. This data set release contains near-complete geometry of Caldera and in-game character pathing. Read more 👇 bit.ly/3yhV8Ax
English

@ThierryCantenot No conversion, my renderer doesnt care about what units the scene is using.
My offset is a lot less intelligent, it's just offset by 0.001. I should use that article though!
FYI Unreal Engine does use that same trick of shifting the world to camera space for raytracing
English

@chriskwallis Did you convert from inches to meters?
Also what do you use for offsetting rays?
I use the code from RTG: link.springer.com/content/pdf/10…
For large scale rendering, I was thinking about rendering in camera-centered space (but it would mean updating the TLAS translations every frame...)
English

@createthematrix Nope I'm using their pbrt variant using github.com/ingowald/pbrt-… which is fantastic. PBRTParser can convert to a "pbf" (binary rather than text based) which takes the load time from 30 minutes to seconds
For the Call of Duty USD scene I use Blender to open it and export to gltf
English

@chriskwallis How are you loading up this scene? As USD? If so can you let me know your process?
English

@Jiayin_Cao I'm not sure yet. I haven't even gotten to textures, Im still trying to figure out how to get the meshes to fit!
English

@chriskwallis Am I right that scene has more than 100 GB memory?
English
