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Payton

@Pjbomb2

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159
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824
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Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. Feel free to DM or message! Always looking for new opportunities

Joined March 2022
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@Pjbomb2
Payton
10 months
Small demonstration of realtime true RT WITHOUT RT CORES in unity builtin using TrueTrace Fully open source on github, the asset store, and discord server Still a few things to work out but its coming along nicely Discord server and links in bio #unity #unity3d #pathtracing
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@Pjbomb2
Payton
8 months
Kinda missed my chance with this post, but I want to provide a bit of explanation This is in unity 2021, and is FULL pathtracing WITHOUT RT cores in realtime. I use truetrace, a pathtracer I am developing that is completely free and open source on github and my discord server!
@Pjbomb2
Payton
8 months
Playin with reflections in this nice little scene
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@Pjbomb2
Payton
1 year
holy shit my project just became feasable This is 4k, being rendered at 0.2 and upscaled to 4k and it looks like this and it gets 200 fps in a 2.3 mil triangle scene WITHOUT RT CORES
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@Pjbomb2
Payton
8 months
Playin with reflections in this nice little scene
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@Pjbomb2
Payton
1 year
omg im so happy with this, still no rt cores, still 70 fps also theres no limit to lights, im just not using many because im lazy lol, but it fully supports both emissive meshes and normal unity lights(and even emissive videos!) just fine! #unity3d #pathtracing
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@Pjbomb2
Payton
2 years
Large improvement to the responsiveness of ReSTIR GI via its update rate, which I have finally figured out how to properly weight so it doesnt affect luminance, showing both with permutation sampling on and off here, tradeoff between noise and speed for now
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@Pjbomb2
Payton
1 year
8 million triangles pathtraced in realtime at 100 fps at 1080p without RT cores on 4090(2070 super would get 50 fps here) in unity City 17 but minecraft
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@Pjbomb2
Payton
11 months
Fully pathtraced in unity without RT cores! 9 million triangles, 1080p, 4090, 60 fps(is 20-30 fps on a 2070) Using TrueTrace, which is free on the asset store and github!
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@Pjbomb2
Payton
2 years
Small improvements to ASVGF denoising caustics and glass, minor
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@Pjbomb2
Payton
1 year
new denoiser in motion
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@Pjbomb2
Payton
8 months
Video compression go brrr full pathtracing in Unity builtin WITHOUT RT cores using TrueTrace
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@Pjbomb2
Payton
10 months
Ok im having a lot of fun with this Fully pathtraced in unity without RT cores
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@Pjbomb2
Payton
1 year
Fixed a bunch of things and oooo it looks good!!!! None of the lighting here is baked, its all fully dynamic pathtracing without RT cores in unity using TrueTrace #unity3d #pathtracing
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@Pjbomb2
Payton
10 months
New glass!
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@Pjbomb2
Payton
10 months
Trying out a dark environment, 100% pathtraced here without RT cores in unity
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@Pjbomb2
Payton
10 months
Testing combining restir gi with asvgf, restir GI computes the gradients, and ASVGF does final blur on the much higher quality restir gi output Look at those frickin shadows man, they look so much better than normal!!!
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@Pjbomb2
Payton
10 months
More improvements to the speed at which lighting updates
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@Pjbomb2
Payton
9 months
Another little video, upscaled from 960x540 up to 1920x1080, fully dynamic pathtracing in unity builtin WITHOUT RT cores using TrueTrace Testing out ReSTIR GI + asvgf when upscaling
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@Pjbomb2
Payton
1 year
Hows this for the new denoiser
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@Pjbomb2
Payton
11 months
Rendered with TrueTrace in unity, github has been updated
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@Pjbomb2
Payton
8 months
Follow up to this with a more complex scene that has 5.2 million triangles total. still no RT cores, still in BuiltIn
@Pjbomb2
Payton
8 months
Kinda missed my chance with this post, but I want to provide a bit of explanation This is in unity 2021, and is FULL pathtracing WITHOUT RT cores in realtime. I use truetrace, a pathtracer I am developing that is completely free and open source on github and my discord server!
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@Pjbomb2
Payton
9 months
Improving restir GI + asvgf, its a LOT better now, much less splotchy especially on non-diffuse surfaces Glass is still blurry but I need more textures to fix that All in unity without RT cores
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@Pjbomb2
Payton
1 year
Fully pathtraced with my own project, no RTX cores used #unity3d #unity #madewithunity
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@Pjbomb2
Payton
9 months
Just a small thing for christmas! Merry Christmas yall! Tree here:
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@Pjbomb2
Payton
11 months
Tried the new VNDF sampler from AMD for both my metallics and normal, and its definitely a bit faster! more importantly for me however, is that it seems to have fixed an issue with my previous metallic sampler which made things darker(example in replies)
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@Pjbomb2
Payton
9 months
Not baking here, just normal realtime pathtracing with truetrace
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@Pjbomb2
Payton
2 years
Custom realtime compute shader global illumination pathtracer, still a heavy WIP but I need more ideas for stuff to add to it All up on my github #madewithunity #unity3d #pathtracing
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@Pjbomb2
Payton
1 year
Denoised perfect relflections, working on asvgf(yet again)
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@Pjbomb2
Payton
1 year
Made a few improvements here and there So now I can pathtrace 6.4 million triangles at 60 fps WITHOUT rt cores, rendered at 960x540 and upscaled to 1920x1080 on a 3080 mobile(by now its basically a desktop 2070...) Hopefully ill have the github updated by tonight #unity3d
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@Pjbomb2
Payton
1 year
Pushed new update to github Improved performance and quality of ReSTIR GI, now 50% faster ASVGF now can denoise perfect mirrors and has slightly improved quality Slightly modified sky Finally fixed sampling of light triangles Fixed heightmaps All images realtime with ASVGF #unity
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@Pjbomb2
Payton
1 year
Workin on a bunch of stuff, heres new restir GI(now about twice as fast as before) and my denoiser towards the middle Been doin a decent rewrite/cleanup of a lot of this over the past few weeks Full pathtracing in compute shaders(so not using RT cores here) #unity3d
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@Pjbomb2
Payton
1 year
no denoiser here, just restir gi since it does the best with small details from roughness textures, but is more for quick static renders, anyways, heres that! the temporal lag/ghosting is actually comming from the TAA, not restir GI itself
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@Pjbomb2
Payton
2 years
Improved TLAS update time massively Now working on correcting quality of the BVH as pure refits make it go to garbage
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@Pjbomb2
Payton
9 months
Look at those colors!
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@Pjbomb2
Payton
1 year
Wanted to push my denoiser to the limit by physically simulating magnification through the physical optics of a scope, so here it is! purely pathtraced refraction for magnification, need to find a physically accurate 3d model of a scope with optics though... any suggestions?
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@Pjbomb2
Payton
2 years
Gym, ASVGF does surprisingly well for the reflections Scene actually from here:
@0beqz
0beqz
2 years
🔥 enhance-shader-lighting is released! 🔥 ⮕ Demo: 3 example scenes with baked lightmaps and "enhanced lighting" through modified shaders. ⮕ GitHub: #threejs #webdev #3D #javascript #Graphics #webgl
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@Pjbomb2
Payton
10 months
Havin a lot of fun with this Also still fully pathtraced, but the volumetrics are single scatter in a voxel texture
@Pjbomb2
Payton
10 months
This means I can do this
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@Pjbomb2
Payton
8 months
Playin with HDRP and RT cores with TrueTrace. None of this rendering is from unity, its all with TrueTrace, my realtime pathtracer
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@Pjbomb2
Payton
2 years
Playin with somethin new
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@Pjbomb2
Payton
2 years
#pathtracing Like how clean the indirect lighting is twitter killed it once again No denoiser, just ReSTIR GI and RIS for sampling lights
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@Pjbomb2
Payton
2 years
I am really surprised with how good this looks and how good it runs This is SVGF + ReSTIR GI at 960x540 upscaled to 1920x1080 without RT cores(so ONLY compute) running the ENTIRE thing (shading, denoising, ReSTIR GI, intersections) in 5ms! Some things to be tuned still but still!
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@Pjbomb2
Payton
1 year
Pushed update to github with the latest changes and improvements Also here have these super quick renders(4-5 seconds)
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@Pjbomb2
Payton
10 months
Been taking a small break and working on a different GI method
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@Pjbomb2
Payton
1 year
mmmm reflections #pathtracing
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@Pjbomb2
Payton
11 months
Some improvements here and there
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@Pjbomb2
Payton
1 year
Old tonemapping vs new tonemapping
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@Pjbomb2
Payton
2 years
Decided to work on the ASVGF a bit #unity
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@Pjbomb2
Payton
1 year
Every object here is completely dynamic, 8 million triangles, and im still able to FULLY pathtrace it without RT cores! at 90 fps on a 4090 at 1080p(a desktop 2070 super will get about 45 fps here) without upsc aling
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@Pjbomb2
Payton
1 year
So thanks to @aras_p , I finally have a way to have the atlas's without their massive memory cost! This means that instead of a 2 gig atlas, its now just 256 Mbs!! This solves one of the major gripes I had with my method for the past few years!
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@Pjbomb2
Payton
2 years
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@Pjbomb2
Payton
8 months
So these were rendered by SOMEONE ELSE using TRUETRACE in unity, they posted them to my discord server and gave me permission to post them on twitter. Full pathtracing in unity without needing RT cores! Truetrace is free and open source! #unity3d #pathtracing #unity
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@Pjbomb2
Payton
8 months
So these were rendered by SOMEONE ELSE using TRUETRACE in unity, they posted them to my discord server and gave me permission to post them on twitter. Full pathtracing in unity without needing RT cores! Truetrace is free and open source! #unity3d #pathtracing #unity
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@Pjbomb2
Payton
1 year
Been workin on this for the past few days, ripping out unitys pathtracing renderer for the Enemies project and replacing it with TrueTrace, so ALL lighting here, from the reflections, to the GI, all except the back screen is with truetrace, this was mostly testing the reflections
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@Pjbomb2
Payton
10 months
Looking at some of the improvements I made to truetrace, the specular and roughness maps are so much cleaner now!!! Reminder all rendered in unity WITHOUT RT cores, but FULLY pathtraced 1920x1080, 70 fps on a 4090(2070 would get 45 fps here), without upscaling #unity #pathtracing
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@Pjbomb2
Payton
10 months
Havin fun with spawning objects Fully pathtraced in unity builtin WITHOUT RT cores using TrueTrace, which is free on discord or github(out of date) or the asset store(out of date) #unity #pathtracing
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@Pjbomb2
Payton
10 months
Some quick shots, been workin on some smaller stuff today, fixing and improving some small things to help reduce noise, resulting in faster results in renders, and higher quality for realtime. Unity pathtracing in built-in WITHOUT RT cores #unity #unity3d #pathtracing
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@Pjbomb2
Payton
7 months
Video from last night, been working on a variety of improvements from ReSTIR GI to light sampling, working on it mostly on the weekends Video is showing improvements to ReSTIR GI for high speed situations Video is FULLY pathtraced in realtime in unity builtin using TrueTrace
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@Pjbomb2
Payton
2 years
And here it is at half res, so running at a nice 70 fps
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@Pjbomb2
Payton
1 year
Small peak at a thing, bought a scene ive been in in vrchat cuz I wanted to render it myself cuz I liked it, so here Def some things in my denoisers need to be fixed The scene is Solar Cabins by Artsy Glitch Fully pathtraced without RT cores #unity3d
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@Pjbomb2
Payton
1 year
Pretty realtime pathtraced reflections... black floor bug is basically Z fighting between the heightmap terrain and triangle based meshes Made some improvements on the CPU side again so 7k objects is no longer CPU bound
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@Pjbomb2
Payton
8 months
Spent the weekend rewriting my ReSTIR GI spatial is now seperate which makes it a lot slower but is so needed I see now for cleaning up noise nicely
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@Pjbomb2
Payton
2 years
Happy with ReSTIR GI as a very quick high quality preview tool(ignoring the twitter compression...)
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@Pjbomb2
Payton
1 year
Would it be of interest to anyone if I made this denoiser easier to integrate into your own projects? its down to 1.2ms, but can go down to 1.0ms with slightly reduced quality at 1080p on a 4090. if enough people want it I can modify it to make it easier to adapt, not perfect tho
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@Pjbomb2
Payton
10 months
MMM reflections FULLY Pathtraced in unity at 70 fps without RT cores using truetrace in builtin This is just testing ReSTIR GI + asvgf like denoiser
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@Pjbomb2
Payton
1 year
Still not updating quite fast enough but its close
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@Pjbomb2
Payton
2 years
Yeah so hardware RT for intersections is basically fully working now... #unity #pathtracing New fps here: 123 fps with ASVGF on on a 4090....
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@Pjbomb2
Payton
1 year
Small thing, working on responsiveness of new denoiser, very tough to balance between temporal stability and respsonsiveness to lighting...
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@Pjbomb2
Payton
10 months
Also just implemented a thing so ASVGF can somewhat denoise it if the roughness is > 0.25, treat it as diffuse and massively overblur it, so at least its not a horribly noisy mess, just blurry Below 0.25, my existing pipeline can handle it fine Both images are realtime, 90 fps
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@Pjbomb2
Payton
1 year
REALTIME! Would be running at about 45 fps on a 2070 super here, denoised with ASVGF meaning that this is how it basically looks within 1-2 frames... Using my asset called TrueTrace(on the asset store and on github, I recommend github as asset store is old) #unity3d #pathtracing
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@Pjbomb2
Payton
1 year
pretty lights
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@Pjbomb2
Payton
1 year
Heres proof
@Pjbomb2
Payton
1 year
REALTIME! Would be running at about 45 fps on a 2070 super here, denoised with ASVGF meaning that this is how it basically looks within 1-2 frames... Using my asset called TrueTrace(on the asset store and on github, I recommend github as asset store is old) #unity3d #pathtracing
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@Pjbomb2
Payton
1 year
And now with mirrors! the normal mapped floor is KILLING the compression, theres really not much of any noise, but the normal map is high detail Also reminder this is FULLY pathtraced, ALL lighting and reflections is fully pathtraced, no rasterization here #unity3d #pathtracing
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@Pjbomb2
Payton
1 year
FINALLY got unitys cloth working and it looks so good! No RTX cores! Full pathtracing of diffuse and reflections! would be running at 60ish fps on a 2070 super at 1080p here, upscaled from half res All in unity with TrueTrace! #madewithunity #unity3d #pathtracing
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@Pjbomb2
Payton
1 year
Worked a little bit on the upscaler, heres upscaled from 960x540 up to 1920x1080 with glossy and metallics everywhere
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@Pjbomb2
Payton
11 months
Todays results... long range caustics like these take awhile cuz they need a small light source and cant use NEE, so varying amounts of noise here
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@Pjbomb2
Payton
1 year
Realtime pathtraced a scene called Solar Cabins made by ArtsyGlitch, loved the world on vrchat so I wanted to see what I could do with it with my TrueTrace in unity... and this how that turned out, still lots of stuff to work on but im quite happy with it! #unity3d
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@Pjbomb2
Payton
2 years
Flyin around a metallic procedural generated city from here: around 10 million tris, on the laptop 3080 mobile, no rt cores
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@Pjbomb2
Payton
10 months
Misc renders, all realtime without RT cores, fully pathtraced in unity with TrueTrace in builtin
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@Pjbomb2
Payton
1 year
Also noticed this This is sunlight being reflected off of a metallic object and denoised with ASVGF
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@Pjbomb2
Payton
1 year
Basic things but I rewrote a little bit of the code, and made ASVGF MUCH more stable for moving objects! Reminder that EVERYTHING here is 100% pathtraced, from the scope physics/refraction, to the reflections, to the rest of the lighting, no rasterization here #unity3d #indiedev
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@Pjbomb2
Payton
1 year
100% pathtraced using TrueTrace seemed to have fixed some of the noise issues with the denoiser and moving objects with the camera autoexposure is compensating too much at night(bit at the end is without it though), needs a limit Gun and scripts from here:
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@Pjbomb2
Payton
11 months
Just some more experiments, nowhere near realtime but still neat
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@Pjbomb2
Payton
1 year
So I did this finally, took too long lol but heres the public version, hopefully its readable
@Pjbomb2
Payton
1 year
Would it be of interest to anyone if I made this denoiser easier to integrate into your own projects? its down to 1.2ms, but can go down to 1.0ms with slightly reduced quality at 1080p on a 4090. if enough people want it I can modify it to make it easier to adapt, not perfect tho
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@Pjbomb2
Payton
10 months
WIP infinite bounce GI
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@Pjbomb2
Payton
11 months
Just another little thing, I like comming back to this to see the improvements as its got a little bit of everything This is in unity, full pathtracing, no baking, without RT cores
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@Pjbomb2
Payton
2 years
Found the memory leak so heres now 1500 individual independant objects...
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@Pjbomb2
Payton
1 year
ITS SO PRETTY GOD still fully pathtraced without RT cores, no rasterized lighting here And still in unity Also yes there was a bit NANing at the end, gonna fix that tomorrow
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@Pjbomb2
Payton
1 year
@SamNChiet This is like the only reason I have nitro though...
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@Pjbomb2
Payton
1 year
Small walkaround in unity3d, fully pathtraced with truetrace
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@Pjbomb2
Payton
1 year
14 million triangles running at 20 fps on the basically desktop 2070 at 1080p in unity without RT cores
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@Pjbomb2
Payton
1 year
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@Pjbomb2
Payton
1 year
Micro-optimizing is tiring, so heres some shenanigans
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@Pjbomb2
Payton
10 months
More portal 2 rendered in unity with TrueTrace
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@Pjbomb2
Payton
1 year
Didnt really have a super good way of showing off the dynamic light but here as this scene was built to be baked, but here we are, 100% pathtraced global illumination without RT cores... very happy with how this looks! Original scene is the unity gamekit #unity3d #pathtracing
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@Pjbomb2
Payton
1 year
ReSTIR GI ONLY, look at that shadow response! I think I definitely wanna investigate making a denoiser specifically for ReSTIR GI
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@Pjbomb2
Payton
1 year
Also have this, moving objects are still perfectly stable if they are mirrors
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@Pjbomb2
Payton
2 years
On a laptop 3080 this time, rendered entirely in compute shaders without RT cores #unity3d #unity
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@Pjbomb2
Payton
2 years
Point light Cant figure out how to efficiently support multiple lights tho
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@Pjbomb2
Payton
8 months
More of the new example scene I am working on to show different ways to arrange the scripts, any thoughts or suggestions? Also the github has been updated, link in replies. Fully dynamic, free, and open source realtime pathtracing without RT cores in Unity #pathtracing #unity3d
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@Pjbomb2
Payton
11 months
Wanted to make sure my recurrent denoiser was still working as it works the best with extremely sparse/bad inputs, so I booted this up, and yeah it still works nicely(the raw input here at night is horridly sparse) Scene was by @Mr_TibiT
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