Global illumination is the best part of RT feature set … what is holding GI back?

Originally posted by


J0SCHI

guess what just dropped 🙂 https://gpuopen.com/learn/neural_supersampling_and_denoising_for_real-time_path_tracing/

Ben thanks for your hard work, also did Alexander Sannikoves (from GGG- Path of Exile2) presentation somehow influenced GI in SC?

That was the 2D radiance cascade reuse presentation right? I watched it but it isn’t as useful if you’re not doing a top-down game. The over-all idea of having layers of progressively sparser probes with progressively better angular resolution, though, is seen in a few different engines and we’re using a version of that for the transparency GI (originally there was going to be a slide about this but I was told to keep things light on tech details)

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