Chris Wyman

633 posts

Chris Wyman banner
Chris Wyman

Chris Wyman

@_cwyman_

Real-time graphics researcher with industry and academic experience.

Redmond, WA Katılım Şubat 2015
32 Takip Edilen4.7K Takipçiler
Chris Wyman
Chris Wyman@_cwyman_·
@BenSimsTech AFAIK, nobody is using it today. If they are, they're keeping quiet. I'd be willing to have an exploratory chat if anyone was interested, though I suspect it's the wrong choice in most situations. It suffered from code complexity in a way RT definitely does not.
English
0
0
3
427
Ben Sims
Ben Sims@BenSimsTech·
Did frustum-traced shadows ever continue to be used/improved by any studios/engines since it was introduced in 2016 or is it dead tech because of raytracing? Seems like it could still be valuable since it can utilize raster hardware while RT happens async developer.download.nvidia.com/gameworks/even…
English
3
2
44
4.1K
Chris Wyman
Chris Wyman@_cwyman_·
@SebAaltonen You should ask them on their forums / discord. They're usually pretty responsive. It might be nobody has asked them this question yet, so it's not documented.
English
1
0
0
693
Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
Could somebody educate me on how the "half" type works in Slang? ChatGPT hallucinates way too much, and I can't find the info on their website. Questions: 1. Can I select fp16/fp32/relaxed output? 2. How half works in data interfaces (UBO/SSBO) with all above choices?
English
5
1
18
5.6K
Chris Wyman retweetledi
I3D Symposium
I3D Symposium@I3DCONF·
I3D 2025 will be held at New Jersey Institute of Technology, from the 7th to 9th of May! A couple of the dates of the paper submission process have been shifted. Find more details in the website: i3dsymposium.org/2025/cfp.html #I3D2025
English
0
6
18
1.9K
Chris Wyman retweetledi
Neil Trevett
Neil Trevett@neilt3d·
The open source Slang Shading Language has transitioned from hosting at NVIDIA to Khronos under open governance! All now have an equal say in its evolution. Vulkan and many other APIs now have a portable, modern, fast-evolving Shading Language! khr.io/17f
English
3
22
71
7.5K
Chris Wyman
Chris Wyman@_cwyman_·
It's getting to that point where our research team is thinking about next year's interns. If interested, feel free to e-mail me, or (even better) find someone on our team whose research aligns with yours and e-mail them. research.nvidia.com/labs/rtr/
English
2
27
85
9.1K
Chris Wyman
Chris Wyman@_cwyman_·
I'm going to HPG and SIGGRAPH in Denver. E-mail or DM me if you want to meet to: catch up, talk, brainstorm, introduce yourself, etc.
English
0
0
5
1.4K
Chris Wyman retweetledi
Mr Zyanide
Mr Zyanide@MZyanide·
Crazy request! I just ran into this position at Sony PlayStation : boards.greenhouse.io/sonyinteractiv… Among other things it's about raytracing, reservoirs, denoising, all the good stuff 😍. Would it be too much to ask for a referral/pointer to help me out? RTs appreciated!
English
2
7
16
2.6K
Chris Wyman
Chris Wyman@_cwyman_·
@LukeMamacos Nice! Congrats -- it looks great! (And I have been accused of black magic before on ReSTIR, so welcome to the secret club!) Though it's not just my work; by this point it's mostly all my collaborators doing the hard work!
English
0
0
4
179
Luke Mamacos
Luke Mamacos@LukeMamacos·
I fixed the TAA bug causing the black borders, so now it's just a bit noisy but a bit of hole filling or noise filtering should clear that up :> I just love this algorithm so much 🥰 I feel like I'm a wizard doing black magic. Thank you for your gift to the world @_cwyman_!
English
1
3
9
1.1K
Chris Wyman
Chris Wyman@_cwyman_·
@LukeMamacos Everything else in the paper is reframing the math so we can postpone reconnections between the paths correctly. Basically ReSTIR GI uses one of the simplest shift maps around. ReSTIR PT uses one that's somewhat better designed.
English
0
0
1
63
Chris Wyman
Chris Wyman@_cwyman_·
@LukeMamacos ReSTIR GI connects the new pixel to the reused path immediately after the primary hit. ReSTIR PT realizes this may behave poorly since these surfaces may be highly specular and simply postpones reconnecting the paths for a bounce (or a few) until the surface is diffuse enough.
English
1
1
2
170
Luke Mamacos
Luke Mamacos@LukeMamacos·
I realized that you can easily add the weighted lighting contribution of all spatial samples to the final output color while generating the reservoir that you feed back to the next frame. Before/After with/without TAA: #ReSTIR #Vulkan #RayTracing
Luke Mamacos tweet mediaLuke Mamacos tweet mediaLuke Mamacos tweet mediaLuke Mamacos tweet media
English
1
1
4
251
Chris Wyman
Chris Wyman@_cwyman_·
@LukeMamacos Reflection & refraction are fairly easily handled by ReSTIR PT (but not ReSTIR GI). On glass, you probably want to choose between them based on Fresnel terms.
English
1
0
1
54
Luke Mamacos
Luke Mamacos@LukeMamacos·
@_cwyman_ Ah, fair enough, PDFs for glass reflection/refraction are my current headache.
English
1
0
0
47
Chris Wyman
Chris Wyman@_cwyman_·
@LukeMamacos That's one of the ideas in our HPG paper: decoupled reuse and shading. (You reuse one sample and shade all.) It can be a big win, but there are cases where it doesn't help. There may also be cases where it makes things worse (though these are probably few).
English
1
0
1
52
Luke Mamacos
Luke Mamacos@LukeMamacos·
@_cwyman_ I didn't see this mentioned in any of the papers, maybe I missed it.
English
1
0
0
69
Chris Wyman
Chris Wyman@_cwyman_·
@BattleAxeVR @NateMorrical This is a constant problem with people assuming magic denoisers. People forget that denoisers apply only to certain noise inputs. If you apply such a denoiser off-label, you run the risk of people saying "your sampling algorithm sucks" when that's likely not the problem.
English
1
0
6
272
Chris Wyman
Chris Wyman@_cwyman_·
@BattleAxeVR @NateMorrical Problem: Most off-the-shelf production real-time denoisers assume non-noisy G-buffers as guide buffers. Depth-of-field does not provide obviously usable inputs for these.
English
1
0
2
278
BattleAxeVR
BattleAxeVR@BattleAxeVR·
Area ReStir is absolutely gorgeous! What I wonder about is when this will be followed up with a bokeh or DoF-aware denoiser. I would kill to have this run at high framerates in VR. Maybe Blackwell? Or perhaps simply with DLSS + frame gen could possibly do it. Or multi-gpu.
BattleAxeVR tweet media
English
1
1
21
1.3K
Chris Wyman
Chris Wyman@_cwyman_·
@BattleAxeVR Sounds like a bug in Song's code. There's often strange limits in research code. Some of our Falcor path tracers have limit images to 4096 pixels wide. Here's an image from our internal implementation: 4072 x 1421 pix
Chris Wyman tweet media
English
1
0
4
97
BattleAxeVR
BattleAxeVR@BattleAxeVR·
Aw man, ok this is something I have to fire up my WOLED monitor to see. If you stretch the window beyond 1080p the app crashes! It complains it can't handle higher, even on my 4090! ouch. 1080p 30-40 fps range.
English
2
0
4
280
Chris Wyman
Chris Wyman@_cwyman_·
@svadrb @SongZhang__ But, yes, it's unclear if temporal reuse is a good thing offline. It's also unclear if (instead) you should be reusing samples from both past *and* future frames.
English
0
0
2
174
Chris Wyman
Chris Wyman@_cwyman_·
@svadrb @SongZhang__ Many things. Importantly: available time per frame. You might be able to spend 10sec or 10min per frame building a data structure that accelerates your rendering. You can't do that in real-time. This changes the usable set of algorithms, which might impact which is best.
English
1
0
2
167
Chris Wyman
Chris Wyman@_cwyman_·
@SongZhang__ 's work is a simple, but significant, improvement over prior ReSTIR algorithms. Definitely take a look at the paper! One sample per pixel antialiasing and depth of field, which also opens up quality improvements in a number of challenging situations.
Chris Wyman tweet media
Song Zhang@SongZhang__

Thrilled to share our SIGGRAPH 2024 paper, "Area ReSTIR: Resampling for Real-Time Defocus and Antialiasing"! We've expanded ReSTIR to reduce noise in various scenarios, from large bokeh to intricate high-frequency details. Utah project page: graphics.cs.utah.edu/research/proje…

English
1
20
68
6.3K