Pjbomb2 @pjbomb2.bsky.social · 12/10/2026how does bonsaid builds compare in trace and build speed compared to just like cwbvh with tri presplitting? 100
Pjbomb2 @pjbomb2.bsky.social · 01/09/2026Ohhh so it wasn’t the cwbvh traversal itself It was just better quality builds? Been trying to look through your commits but finding it hard to find 100
Pjbomb2 @pjbomb2.bsky.social · 01/09/2026What changes got made to the cwbvh that improved its speed so much? Does it differ now from the origional implementations, or was it a fix? 110
Pjbomb2 @pjbomb2.bsky.social · 26/04/2026Also I agree, he is awesome lol The blog at the bottom of the sea has so many amazing little resources on many things! 020
Pjbomb2 @pjbomb2.bsky.social · 26/04/2026Ah sorry this has been resolved, but I don’t remember what the fix was It works great now tbh! 130
Reposted by Pjbomb2Nikita Lisitsa @lisyarus.bsky.social · 12/11/2025#GPU #graphics folks, say I want a GPU-side concurrent hash table, and the API only supports 32-bit atomics. It's easy if keys are also 32-bit, but what if I want some complex keys (say, a struct)? Can I do this and how? 5342
Pjbomb2 @pjbomb2.bsky.social · 31/10/2025Packing is used in a couples places in truetrace And each emissive triangle is it’s own light source, as the triangle itself is a light 010
Pjbomb2 @pjbomb2.bsky.social · 31/10/2025At its core, the bit trails are just a string a 1’s and 0’s that tell me which direction to traverse the tree at any given branch to reach a specific triangle(those triangles are at the “leaves” of the tree) 110
Pjbomb2 @pjbomb2.bsky.social · 31/10/2025These bittrails that I talk about here in the origional post are used to traverse the light acceleration structure while gaurenteeing the triangle we will end at in the tree So I can compute the correct weight quickly for any emissive triangle randomly hit by bouncing rays 110
Pjbomb2 @pjbomb2.bsky.social · 31/10/2025The structure makes sampling emissive triangles far better/higher quality for Next Event Estimation However, rays can also randomly hit an emissive triangle by chance, in which case we need to compute a weight so that NEE still is correct when combined with naive Another reply incomming 110
Pjbomb2 @pjbomb2.bsky.social · 31/10/2025So this is a bit of a specialized case for bitfield They have a LOT of uses, like bitflag packing(which I use for my materials, I can pack 32 booleans into 1 uint of space) For this specifically, it’s used for the light acceleration structure I use Need more space, so this will be several replies… 100
Pjbomb2 @pjbomb2.bsky.social · 31/10/2025So actually there were 2 major bugs that were 4+ months old that caused massive amounts of fireflies First one was I forgot a “- 1” in my tlas bitfield traversal Second was I was double counting mesh count contribution to the pdf, this ones over a year old 110
Pjbomb2 @pjbomb2.bsky.social · 31/10/2025So 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 1100
Reposted by Pjbomb2Meetem @meetem.bsky.social · 11/10/2025DX12 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) 151
Pjbomb2 @pjbomb2.bsky.social · 10/10/2025Some 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 0110
Pjbomb2 @pjbomb2.bsky.social · 02/10/2025Some progress on implementing Projected Displacement Mapping, still have the issue with triangle boundaries, which is partly due to triangle winding order… 081
Pjbomb2 @pjbomb2.bsky.social · 02/10/2025Has 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? 1147
Reposted by Pjbomb2Jacco Bikker 🎦 @jbikker.bsky.social · 18/09/2025Just stumbled upon this ancient PcPersective article on real-time ray tracing.. In 2008. :) pcper.com/2008/06/ray-... It details the story of nine students (Karim, Wussie, Rick, Jan, Rutger, Trevor, Mathijs, Roel, Wilco) who worked in various roles on CPU-ray traced games using the Arauna engine. 2237
Pjbomb2 @pjbomb2.bsky.social · 21/09/2025Some images showing off my improvements to my photon mapper I have integrated into truetrace The photon mapper is up on the Dev branch on the github 0162
Pjbomb2 @pjbomb2.bsky.social · 15/09/2025Forgot to post these From some improvements to my caustic photon mapper tacked into truetrace last week 0101
Reposted by Pjbomb2Christoph Kubisch @pixeljetstream.bsky.social · 10/09/2025Anpther major update to our cluster lod ray tracing sample. Zorah scene available as glTF raw.githubusercontent.com/nvpro-sample... BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample... Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah. 0459
Reposted by Pjbomb2Jacco Bikker 🎦 @jbikker.bsky.social · 05/09/2025TinyBVH 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.comGitHub - jbikker/tinybvh: Single-header dependency-free BVH construction and traversal library.Single-header dependency-free BVH construction and traversal library. - jbikker/tinybvh 0184
Reposted by Pjbomb2Wilhem Barbier @wbrbr.bsky.social · 23/06/2025I am glad to attend #HPG2025 where I just presented our paper "Fused Collapsing for Wide BVH Construction", co-authored with Mathias Paulin. We propose a fast build algorithm for wide BVHs that directly computes a wide hierarchy without additional collapsing pass. Webpage: wbrbr.org/publications...wbrbr.orgFused Collapsing for Wide BVH Construction 14312
Reposted by Pjbomb2Tzu-Mao Li @tzumaoli.bsky.social · 14/06/2025Rendering 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. 79022
Reposted by Pjbomb2Vlad Erium 🇯🇵 @shamanix.bsky.social · 19/06/2025A Fluorescent Material Model for Non-Spectral Editing & Rendering Belcour Laurent, Fichet Alban, Barla Pascal (Intel Corp. France, Inria Bordeaux) arxiv.org/abs/2505.19672 071
Pjbomb2 @pjbomb2.bsky.social · 19/06/2025Yoooo what?? I thought opacity micro maps were kinda locked down black box to an extent, or needed dedicated hardware to be faster! 120
Reposted by Pjbomb2Jacco Bikker 🎦 @jbikker.bsky.social · 19/06/2025O wow, ReSTIR keeps giving. Awesome stuff. 1222
Reposted by Pjbomb2Jacco Bikker 🎦 @jbikker.bsky.social · 13/06/2025Saw that "The Witcher 4" UE5 tech demo with the voxel trees for fast rendering at a distance? I figured... that should be easy to do in TinyBVH. :) So now TinyBVH can do voxel meshes. Attached video: CPU-only, switching between BVH and voxels. Code in tiny_bvh_foliage.cpp: github.com/jbikker/tiny... 39313
Reposted by Pjbomb2Jacco Bikker 🎦 @jbikker.bsky.social · 20/05/2025Now available: A blog post on (S)BVH optimization. The article describes how to improve beyond SBVH quality, often significantly. Results are compared to full-sweep, binned SAH and the H-PLOC. In short: Off-line BVH construction can double ray tracing performance. jacco.ompf2.com/2025/05/20/b... 0468
Pjbomb2 @pjbomb2.bsky.social · 12/05/2025Added 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 090
Reposted by Pjbomb2Jiayin Cao @jiayincao.bsky.social · 10/05/2025Here is a new blog post of mine, where I dive deep into the theory and math behind ReSTIR GI. Big thanks to Markus Kettunen for verifying the theory, reviewing the article, and catching a key detail I had missed. agraphicsguynotes.com/posts/unders...agraphicsguynotes.comUnderstanding The Math Behind ReSTIR GIRecently, I had the pleasure of contributing to Nvidia’s Zorah project, the flagship demo for the RTX 50 Series GPUs. My primary role was to provide technical support for light transport in Zorah, whi... 110430
Reposted by Pjbomb2Jacco Bikker 🎦 @jbikker.bsky.social · 30/04/2025That's great news! Very interesting work. 0174
Reposted by Pjbomb2Jacco Bikker 🎦 @jbikker.bsky.social · 22/04/2025Progress 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? 191
Pjbomb2 @pjbomb2.bsky.social · 26/04/2025pathtraced 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 050
Pjbomb2 @pjbomb2.bsky.social · 23/04/2025Scene from here: assetstore.unity.com/packages/3d/...assetstore.unity.comCoffee Shop Environment | 3D Environments | Unity Asset StoreElevate your workflow with the Coffee Shop Environment asset from Leartes Studios. Find this & other Environments options on the Unity Asset Store. 010
Pjbomb2 @pjbomb2.bsky.social · 21/04/2025And another one from Yanus playin with the photon mapper I’m playing with in truetrace 010
Pjbomb2 @pjbomb2.bsky.social · 21/04/2025Behold! First speed! Some experiments from Yanus with the photon mapper I am playing with in truetrace 000
Reposted by Pjbomb2Jacco Bikker 🎦 @jbikker.bsky.social · 17/04/2025Grading for Y1/Block C @ Breda University is complete. Our students used path tracing, BVHs, reprojection, blue noise, post-processing, importance sampling, MIP-mapping, bilinear interpolation and tons of other ingredients to build a CPU ray tracer + game. Behold, the gamedevs of 2028! 3356
Pjbomb2 @pjbomb2.bsky.social · 10/04/20251 sample per pixel and 2.6k samples per pixel(cuz glass takes awhile) 0150
Pjbomb2 @pjbomb2.bsky.social · 10/04/2025well somethings happened No denoiser except for occasionally TAA Just raw restir for the most part 040