Nikita Krupitskas

@krupitskas.bsky.social

accelerating rendering ex Sains Row 3 Remaster, Enshrouded, Six Days in Fallujah

Implemented a quick volumetric fog technique in my playground project, this is screen-space raymarching (not froxel-based). Could extend it with depth peeling for transparency, 3D noise textures for variety, and render at half/quarter res with bilateral upscaling + dithering for optimization.

Alright, here it goes! RTX pathtracing white furnace test of sponza, there some clunky artifacts with selfshadowing and non-temporal accumulatable mode bluesky can't handle well, so quickly hacked in accumulation buffer. Pretty happy with initial result, however to-do list keep growing😉| #rtx #dx12

Finally! I can sample material information in my RTX pathtracer mode (red background). Visually both outputs albedo for comparation (RTX without mips and alpha cutoff). Took me quite a lof of heavylifting with indirect techniques. Highly recommend @mjp123.bsky.social Chapter 17 of Raytracing Gems 2

To be presented in SIGGRAPH Asia: A path tracing-compatible formulation for general-purpose wave transport. See how light transport, under rigorous Wigner optics, can be done practically for optical, long-wavelength (RADAR/cellular), and acoustics applications. ssteinberg.xyz/2023/03/27/r...

A Generalized Ray Formulation For Wave-Optics Rendering

Under ray-optical light transport, the classical ray serves as a linear and local "point query" of light's behaviour. Linearity and locality are crucial to the formulation of sophisticated path tracin...

ssteinberg.xyz

Lets shoot first post here with some graphics stuff! Adding indirect draw for GPU driver pipeline in my engine and I *love* how this structures and organizes my data even more. At some point it just *clicks* for all passes. Forward/RTX path tracing/Shadows. Everything start working in unison.