Join Apple at GDC Festival of Gaming. March 11 2026, San Francisco in person
Heading to GDC next week as part of Appleβs GDC presentations on Wednesday!
Join Apple at GDC Festival of Gaming. March 11 2026, San Francisco in person
Heading to GDC next week as part of Appleβs GDC presentations on Wednesday!
Awesome:)
New post! "Realtime Raytracing in Bevy 0.18 (Solari)"
jms55.github.io/posts/2025-1...
Capsaicin is not just for tacos, it's also our developer rendering framework!
v1.3 is out now:
πΆοΈ Added heat with GI-1.2, which includes multiple-bounce indirect lighting.
πΆοΈ HDR support with spicier tone mapping.
And much, much more: gpuopen.com/learn/gi-1-2...
Indeed, thatβs another way of achieving the same effect:p
The βalbedo bitβ is related to glossy reflections. Hereβs an example: 1st shot is the cache without jitter (exposing the tiling), 2nd shot is with jitter, and you can see how the details disappearβ¦ Finally, 3rd shot divides the radiance by the average cell albedo and re-multiply with per-ray albedo.
Indeed, thatβs the reason for this random selection. I make lists of hit points for every cell, then pick one hit at random (simple random access) that will be different each time. The process is similar to how I created reservoir lists in this paper (see βalgorithm 2β): gpuopen.com/download/SA2...
I also average the albedo per cell, so I can then divide the resulting radiance by it and re-combine with the per-ray albedo (to recover texture details).
2. For direct lighting, itβs all shadow maps still (although pending to change π) and cosine weighted sampling for indirect.
3. Yes, all diffuse.
Thatβs a great article, thanks for sharing! Iβll try to answer all your questions.
1. Yes, thatβs definitely a hard one, balancing between stability and responsiveness is really difficult. Iβve ended up with tracking temporally smoothed delta of luminance values (you can tweak all values of course):
New blog post! Behind the scenes of some of the techniques involved in making our last PC demo π« gboisse.github.io/posts/this-i...
Iβll take this as confirmation that youβre preparing a new demo:)
A comparison between AMD Neural Light Sampling and ReSTIR.
Get up to speed with our latest advanced graphics research:
π GATE (Geometry-Aware Trained Encoding) for neural rendering.
π Real-time procedural GPU tree generation.
π Neural Visibility Cache for real-time light sampling.
π₯ Download the papers: gpuopen.com/learn/public...
Iβd say that to me what you do is inspiring. although it likely wonβt inspire me to restore old things:p still, I guess it counts?
lol, I did some tests a while ago with storing all neighbouring cell indices but my experience was that the extra memory fetch wasnβt worth it (slower or barely faster than resolving the neighbours in the 1st place). Are you doing this at tile level?
Ticket booked, looking forward to it!
Performance is quite decent even at the highest quality settings; 120us for specular (and ~20us for diffuse):
Been wanting to implement that fast GGX-based convolution for glossy reflections probes for quite a while and finally made some time for it:) research.activision.com/publications...
Great work Krzysztof, congrats!
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
Great work, congrats!
I am! Userβs guillaume1816 it seems.
Donβt have any (hands-on) experience with surfels but definitely quite a bit with building real-time GI systems, happy to try and answer some questions, feel free to DM:)
π‘ Do you want to learn more about using the matrix cores of AMD RDNAβ’ 4 architecture GPUs?
Our quick how-to guide shows you how to:
β
Use WMMA intrinsics on RDNA 4.
β
Implement a simple MLP.
π Read the guide: gpuopen.com/learn/matrix...
ha, nice! At some point I added βde-interleavedβ shading and wrote some small breakdown: x.com/guitio2002/s... By now Iβve mostly moved away from light tracing tho, my personal lighting tech is now more akin to path tracing using ReSTIR, radiance caching, etc. Looking forward to see your progress:)
100,000 iirc. It was drawing a reflective shadow map from the spotlight, tracing the ~100k rays and shading using a mix of 2D light culling and stochastic sampling, followed by some spatiotemporal denoising. It was my first presentation at a conference (DevConβ17 in San Diego), quite fond memories:)
I did this, combined with some efficient light culling, to get some real-time dynamic GI on PS4 some nearly 10 years ago now:)
Ego-driven development:) Believing that the authors are incompetent is obviously oversimplifying, but it does make one feel smart about oneself.
Thanks, very appreciated! π
Good luck!