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
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
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!
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
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
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
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
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!
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
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!!!
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
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!
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
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)
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
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
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
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
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
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?
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!
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
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!
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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:
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
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
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
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
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
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