Nelarius

@nelarius.bsky.social

Maps @ Mapbox 🗺️ | Ray tracing ✨ | Voxels ◽️ My rendering notes: https://nelari.us/ GitHub: https://github.com/nelarius

OK, just a little bit more fiddling with the #voxel raytracer. Now it incrementally denoises and accumulates each 1spp frame speeding up the accumulation once the camera is stationary. The only thing missing now is reprojection 😛 #raytracing

Write your own denoiser they said, what could possibly go wrong? 😃 Turns out, a lot of things. Spent much time pixel-peeping at a 1/4 resolution renders and found all kinds of artifacts. Luckily github.com/NVIDIA/Q2RTX exists and was able to find problems in my pseudo-svgf implementation.

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Rewrote my voxel raytracing experiment to use spherical harmonics. Probes are now spawned per air voxel adjacent to a diffuse face (as opposed to per diffuse face), which simplifies probe allocation a lot and hopefully leads to easier probe LOD system in the future.

Worked on a homemade ray tracing denoiser. Ended up with something in the spirit of À-Trous wavelet and SVGF papers, which works quite well for simple, diffuse #voxel meshes. 8 spp images, before and after. Details of journey from Gaussian blur to À-Trous wavelet denoiser in thread 🧵👇 #raytracing

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Integrated the Unreal Engine sky model into the #voxel editor. The sunsets didn't look right in the Hosek-Wilkie model (left). With the new sky model, sunsets are now exactly how I wanted them 🌅 Pardon the fireflies, I need to get proper denoising set up ✨ #raytracing

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