PathFinder 3D Renderer: DDGI (Dynamic Diffuse Global Illumination, Ray-Traced Irradiance Fields)

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  • Опубликовано: 23 янв 2025

Комментарии • 26

  • @racingindie2168
    @racingindie2168 Год назад +4

    Bro thank you so much for sharing this, i can't thank you enough...
    This is truely amazing.
    Trying to implement the probes DDGI from the NVidia talk and your Github helped a lot to understand the part that i could not get from the NVidia talk.
    I am still not done yet but slowly.
    Your path tracer video are also amzaing.
    Keep up updated with more videos, i also love the music choice :)
    Best regards

    • @pavlo2692
      @pavlo2692  Год назад

      Hey, thanks a lot. I'm glad it was helpful to you.

  • @Alex-op2kc
    @Alex-op2kc 3 года назад +2

    Well done (DDGI implementation)

  • @mcan-piano4718
    @mcan-piano4718 Год назад

    Which method has less lightleaking and issues?
    DDGI? SURFELGI? VOXELGI? SDFGI? PANAROMIC SCREEN GI?

    • @pavlo2692
      @pavlo2692  Год назад

      Whatever has more resolution, has less light leaks. Tracing rays per pixel, maybe using a screen space trace for acceleration would give 0 light leakage. Otherwise sometimes, somewhere it'll leak.

    • @mcan-piano4718
      @mcan-piano4718 Год назад

      @@pavlo2692 ohh I understand now, thats why Lumen is said to use screenspace + other methods, so the areas near camera will have no leak but the areas outside of camera can have leak that we dont see. Thats smart :)) so screenspace is still needed to make a good hybrid GI solution. Thank you so much for ur simple explanation on me cuz I m just interested in this topic even though i m just architect :D

  • @MapSpawn
    @MapSpawn 3 месяца назад

    I'd like to learn more. I wish to jump out of the Valve ecosystem of hammer. I am a level designer in my heart and this video to me is 1000x more compelling than unreal engine. I really want to meet you Pavlo, I gotta know more. How can I make some levels in this engine?

    • @pavlo2692
      @pavlo2692  3 месяца назад

      Hey. This is just a toy renderer, not a real "engine" by any means. It has 0 tooling. If you want to make levels, just use the established industry engines.

    • @MapSpawn
      @MapSpawn 3 месяца назад

      @@pavlo2692 they all suck gaming is dead

  • @tokyospliff
    @tokyospliff 2 года назад

    Insane. What are you working on now?

    • @pavlo2692
      @pavlo2692  2 года назад

      Thanks. No personal projects atm. Only a job now. Was lucky to find one where I don't need personal projects to do something interesting

    • @tokyospliff
      @tokyospliff 2 года назад

      @@pavlo2692 That's great. I'm working my first serious graphics programming job now too, and Iove it, but man do I miss writing my engine.

  • @ravikhannawalia3107
    @ravikhannawalia3107 3 года назад +1

    Nice! What biasing method did you use to sample the probe depths?

    • @pavlo2692
      @pavlo2692  3 года назад +1

      Not sure I understand the question

    • @ravikhannawalia3107
      @ravikhannawalia3107 3 года назад +1

      ​@@pavlo2692 I meant the probe shadow bias.
      float3 selfShadowBias = (surfaceNormal * 0.2 + viewDirection * 0.8) * (0.75 * D) * B;
      Great implementation! I don't see any light leaks or shadow leaks in the video :D , but it didn't give me great results. Did you find this pretty robust?

    • @pavlo2692
      @pavlo2692  3 года назад +1

      @@ravikhannawalia3107 Oh, this bias is developed by Nvidia, arxiv.org/pdf/2009.10796.pdf While these little formulas can look easy, it's often not easy to come up with them.. even for Nvidia

    • @ravikhannawalia3107
      @ravikhannawalia3107 3 года назад

      @@pavlo2692 Yes totally agreed! Looking forward to your dynamic surfel GI implementation hahaa

  • @eternalguy6023
    @eternalguy6023 3 года назад

    Is this open-source
    What lisence it uses
    Just curious

    • @pavlo2692
      @pavlo2692  3 года назад

      There is no license. It's free.

    • @mcan-piano4718
      @mcan-piano4718 Год назад

      @@pavlo2692 so is it possible for other developers to benefit from it to implement in open source projects like BLENDER ?

    • @pavlo2692
      @pavlo2692  Год назад +2

      Sure. This really was just a passion project. I learned a lot from other people, might as well give something back to the community@@mcan-piano4718

    • @mcan-piano4718
      @mcan-piano4718 Год назад

      Yes you are really passionate in ur profession, I admire that :)))))) I wish there were passionate developers like you in open source projects. Ur awesome :)) @@pavlo2692

  • @thehambone1454
    @thehambone1454 3 года назад +1

    This is real time?!

    • @pavlo2692
      @pavlo2692  3 года назад +3

      Yeah, I targeted 1080p 60 frames on my RTX 2070S

    • @thehambone1454
      @thehambone1454 3 года назад +1

      @@pavlo2692 man is it hard to implant this? I’m really trying to beef up my rendering in my little engine

    • @pavlo2692
      @pavlo2692  3 года назад +4

      @@thehambone1454 It was challenging for sure. I think it took half a year (not full time) since I first seen this tech presented by Nvidia somewhere to a debugged and "done" implementation that you see in the video. And still a lot of optimizations that it should have in a real world I skipped, because I don't have so much time to invest in it. Take your time, don't give up, and you'll progress bit by bit.