noino🔸

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noino🔸

noino🔸

@noinodev

cs student. serial experimenter. writing a vulkan game engine in C until i get a job.

australia شامل ہوئے Ağustos 2021
107 فالونگ638 فالوورز
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noino🔸
noino🔸@noinodev·
cornell box and duck test for single-shot noiseless GI using radiance cascades. improved stability and performance again. also added shader reloading to the engine which i really should have done 2 months ago. took <10 minutes to set up😭 diy vulkan engine in C program language:)
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noino🔸
noino🔸@noinodev·
@ChShersh youre not a real dsa chud unless youre calling malloc on every insert
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Dmitrii Kovanikov
Dmitrii Kovanikov@ChShersh·
My saddest realisation after receiving my CS degree is that all those elegant DSA are completely impractical on real high volumes of data. The only thing you should care is CPU cache utilisation.
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noino🔸
noino🔸@noinodev·
@H7pernerd most of the 3d radiance cascades implementations use screen space probes. there's a lot in the radiance cascades discord, but you should be able to look up 'SPWI radiance cascades' to find some refs. theres a few pure acreenspace versions around too.
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H7per
H7per@H7pernerd·
@noinodev Do you have good resources for screenspace probes? That shit is a massive mystery to me and I vaguely remember trying to find out stuff out about it and failing.
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noino🔸
noino🔸@noinodev·
cornell box and duck test for single-shot noiseless GI using radiance cascades. improved stability and performance again. also added shader reloading to the engine which i really should have done 2 months ago. took <10 minutes to set up😭 diy vulkan engine in C program language:)
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noino🔸
noino🔸@noinodev·
@H7pernerd 2d grid of probes in screen space, raymarching in world space. im lucky because im developing this as university work so i get the whole year to do it:)
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H7per
H7per@H7pernerd·
@noinodev Probe grid? I was messing around with software RT traced radiance cascade probe grids in OpenGL but kind of gave up on it because other things took priority.
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noino🔸
noino🔸@noinodev·
some skyboxes for your eyeballs. improvements: - rearranged cascades to utilize hardware bilinear sampler - 1 sample per ray by exploiting cubemap projection. radiance down from 15ms to 1.5ms at this quality. also looking to read more graphics blogs/papers if anyone's sharing:)
noino🔸@noinodev

bistro slide show. too many triangles. showing off global illumination using colourful glowing cubes again, but ive made some improvements. clear instability over long distances, for which i might fallback to screen space. what a joy to create this for my uni dissertation. vk + c

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noino🔸
noino🔸@noinodev·
@David42964075 source of scene radiance is a single camera local cubemap, containing scene geometry, emissives and directly lit surfaces. it can be as small as 64x64 and maintain some parallax correct occlusion, which makes it very fast, but im using 1024x right now for complex scenes.
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David
David@Drezel9·
@noinodev That's awesome! If I'm not mistaken, you're tracing a radiance cascades on the screen space from a 64x64x6 cubemap converted into a panorama? Is it possible to see a breakdown?
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noino🔸
noino🔸@noinodev·
bistro slide show. too many triangles. showing off global illumination using colourful glowing cubes again, but ive made some improvements. clear instability over long distances, for which i might fallback to screen space. what a joy to create this for my uni dissertation. vk + c
noino🔸@noinodev

maybe a novel global illumination solution is what it takes to find employment???? physics lights in a big box. this technique is interesting because the main radiance probe can be as small as 64x64 with minimal quality loss. using a mip chain should give a big performance boost.

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noino🔸
noino🔸@noinodev·
@FernandoMa27753 by 'probe' i mean the cubemap capture of the scene, which the actual ray interval probes will raymarch into and sample per-pixel. this video uses a 512x face probe and 1024x cascades + i use alex's minmax technique for high depth complexity. getting that to work right is a chore
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Fernando Malaria
Fernando Malaria@FernandoMa27753·
@noinodev Looks amazing! How do you do the final gather per pixel with a 64x64 probe? And what tricks do you use to make it that stable? I saw other implementations and they all break apart when moving the camera or a light
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noino🔸
noino🔸@noinodev·
maybe a novel global illumination solution is what it takes to find employment???? physics lights in a big box. this technique is interesting because the main radiance probe can be as small as 64x64 with minimal quality loss. using a mip chain should give a big performance boost.
noino🔸@noinodev

greatly improved stability in motion, compared to last time. i went on holiday and read a lot more GI theory + got the OK to write my honours thesis on it. single shot global illumination using panorama space raymarching and radiance cascades, custom C and gaming vulkan engine.

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Raz
Raz@aimbotRaz·
@noinodev ooh pretty I really like this stuff and always wanted to try building it but 1. Don't know where to start 2. Work takes too much time out of my day so i feel overwhelmed to stay at my desk and code stuff
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noino🔸
noino🔸@noinodev·
@nesovdaniel thank you! its got a lot of work before its any kind of production ready, but i think there is enough data to keep it stable. next chance i get ill see how bistro looks.
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Daniel Nesov
Daniel Nesov@nesovdaniel·
@noinodev Curious to see this in larger scenes with different textures and geometry (something like the Bistro scene) to see how it performs in more grounded scenarios. But from these examples it looks pretty decent!
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noino🔸
noino🔸@noinodev·
greatly improved stability in motion, compared to last time. i went on holiday and read a lot more GI theory + got the OK to write my honours thesis on it. single shot global illumination using panorama space raymarching and radiance cascades, custom C and gaming vulkan engine.
noino🔸@noinodev

minmax upsampling to try fix depth discontinuity artifacts in SPWI RC, and a little volumetric fog because i needed a break. uni about to start again but i hope i have a little time to keep going :)

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Xor
Xor@XorDev·
Who wants audio reactivity in FragCoord?
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noino🔸
noino🔸@noinodev·
@ElTijeras7 the faces are hit or miss but for realtime GI the results seem exceptional. if its constructed from path traced lighting info (ie not hallucinating light sources) then it may be the best approximation we have for realtime GI, so far. time will tell
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noino🔸
noino🔸@noinodev·
@ElTijeras7 naturally. but that is the case with most lighting tehniques. neural lighting approximations have been tossed around for a while and this is the first one to work. i think its better than upscaling or injecting fake frames, but ofc its not and shouldnt be a universal solution
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noino🔸
noino🔸@noinodev·
i loathe ai slop as much as the next guy but there is a delusional psychosis about DLSS5 on the timeline. 'it looks like shit' it really doesnt. the results are absurd for realtime and if nvidia had dropped this before normies knew what ML was they could buy the planet.
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noino🔸
noino🔸@noinodev·
minmax upsampling to try fix depth discontinuity artifacts in SPWI RC, and a little volumetric fog because i needed a break. uni about to start again but i hope i have a little time to keep going :)
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