Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. DM's OPEN! Always looking for new opportunities

Joined March 2022
Pinned Tweet
Reminder that TrueTrace also has a dedicated discord! discord.gg/4Yh7AZuhcD Some more images from Yanus, thought they would make for a better pinned tweet than the current one Rendered in Unity3D using TrueTrace!
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Some shots I took after throwing the Blender port (made by @Fallkener) of the Voices of the Void 8.2 base into Unity to render with TrueTrace. Unity didnt like the blender terrain shader, hence why all shots are indoors. Fully pathtraced without RT cores in Unity #votv
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Left is 2000 samples, right is realtime ASVGF
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Updated the github + release again! I kept wanting to update it but kept discovering more major improvements/cleanups! It was also all preparing for the unity asset store truetrace update, which is now pending!
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I guess I forgot to post this
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So actually there were 2 major bugs that were 4+ months old that caused massive amounts of fireflies First one was I forgot a “- 1” in my tlas bitfield traversal Second was I was double counting mesh count contribution to the pdf, this ones over a year old
Found a major bug with my light acceleration structure TLAS, and testing adding bitfield for BLAS(left is old, right is new)
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Found a major bug with my light acceleration structure TLAS, and testing adding bitfield for BLAS(left is old, right is new)
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So I updated truetraces github main branch and releases section! The photon mapped caustics especially have now come to the main branch/releases, alongside a plethora of improvements, both to quality of life and performance! Link in replies
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This is a bit of a stretch, but does anyone know of a way to do in-place compute buffer compaction for millions of elements efficiently? Problem is, the target section to write can overlap with the existing read section, which can cause racing. The sections are contiguous.
And some random fog tests
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Some fun caustics
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Payton retweeted
DX12 Bindless Plugin for Unity3D is now open source, and you can use it in your projects! Can be useful for writing a custom GPU Driven Renderer. (github below)
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Some more shots by Yanus now that I’ve fixed some caustic stuff(was missing the pdf calculation for my guiding CDF…) 100% pathtraced and rendered in unity using purely TrueTrace
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Fixed a stupid error
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So heres a video by Yanus after I gave him access to the Projected Displacement Mapping branch of truetrace(which is up on git) Fully pathtraced withOUT RT cores here, the walls, the floor, the sphere are all displacement mapped
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Ok these are nuts I gave Yanus the files to play with the projective displacement mapping I’ve been implementing, and he’s already got these… Fully pathtraced in unity These are all just 2 triangles
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First image was 80 fps, second was 25 fps
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ok now I just have these issues along tri boundaries...(normal view)
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nvm, smaller offsets for normal comp work
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so I no longer get the physical offsets, but I still get the normal weirdness and idk how to fix that...
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