Pjbomb2

@pjbomb2.bsky.social

Just a guy who likes to learn and play with graphics, with a focus on realtime pathtracing. I enjoy chatting/messages! Always looking for new opportunities Github: https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer

So it’s a bit old now but i found a major bug with my light acceleration structure TLAS, and testing adding bitfield for BLAS(left is old, right is new) The bitfield is now fully implemented(with a fallback for depth > 32) and various other improvements have been made

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DX12 Bindless Plugin for Unity3D is now open source, and you can use it in your projects! Can be useful for writing a custom GPU Driven Renderer. (github below)

Some more shots by Yanus now that I’ve fixed some caustic stuff(was missing the pdf calculation for my guiding CDF…) 100% pathtraced and rendered in unity using purely TrueTrace

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Some progress on implementing Projected Displacement Mapping, still have the issue with triangle boundaries, which is partly due to triangle winding order…

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Has anyone ever implemented "Projective Displacement Mapping for Ray Traced Editable Surfaces"? If so, can I get some help? I cant solve these offsets between triangle boundaries for the life of me and I am totally stuck again(this is exactly what stopped me last time),any tips?

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TinyBVH 1.6.7 is now available on the main branch. Changes: * TinyBVH now only needs C++11 (tiny_ocl.h needs C++17) * Full-sweep SAH builder is now threaded * Fix for crash in BuildAVX Still zero dependencies. :) And: The repo reached 1k stars! Link: github.com/jbikker/tiny...

GitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.

Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh

github.com

Rendering nerds! Check out our latest work "Vector-Valued Monte Carlo Integration Using Ratio Control Variates" that has just gotten the best paper award at SIGGRAPH 2025. This paper presents a method that reduces variance of a wide range of rendering and diff. rendering tasks with negligible cost.

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Added tri presplitting thanks to BoyBayKiller Before vs after tri presplitting(splitting triangles before doing ANY building, vs SBVH which splits DURING build), only affects SWRT Tri count jumped from 2832120 triangles to 3348607 triangles

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Progress on the quest to the Ultimate BVH. Two observations: 1. You can optimize a BVH, using "Fast Insertion-Based Optimization". 2. "Spatial Splits" (SBVH) beats an optimized BVH, narrowly. Two challenges: 1. SBVH practically must use binning 2. SBVH doesn't benefit from optimization. Now what?

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pathtraced Audio vis thing, but as usually I dont have enough ideas to take it very far ASVGF is doing a bit of smear, but honestly not as much as I woulda thought

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