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
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.
@@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
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?
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.
@@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?
@@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
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 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.
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
Hey, thanks a lot. I'm glad it was helpful to you.
Well done (DDGI implementation)
Which method has less lightleaking and issues?
DDGI? SURFELGI? VOXELGI? SDFGI? PANAROMIC SCREEN GI?
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.
@@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
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?
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.
@@pavlo2692 they all suck gaming is dead
Insane. What are you working on now?
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
@@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.
Nice! What biasing method did you use to sample the probe depths?
Not sure I understand the question
@@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?
@@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
@@pavlo2692 Yes totally agreed! Looking forward to your dynamic surfel GI implementation hahaa
Is this open-source
What lisence it uses
Just curious
There is no license. It's free.
@@pavlo2692 so is it possible for other developers to benefit from it to implement in open source projects like BLENDER ?
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
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
This is real time?!
Yeah, I targeted 1080p 60 frames on my RTX 2070S
@@pavlo2692 man is it hard to implant this? I’m really trying to beef up my rendering in my little engine
@@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.