Closed BlackGoku36 closed 5 years ago
Update: Browser: (looks goods, Amazing FPS). Krom:
Use voxelao instead of voxelgi, gi will be reworked to utilize raytracing instead.
Hi @lubos will raytracing use voxel cone tracing like svogi in cryengine or a new implementation like rtx raytracing ?? Did you read this : https://www.cryengine.com/news/how-we-made-neon-noir-ray-traced-reflections-in-cryengine-and-more really interesting interview about neon demo from crytek's raytracing implementation.
Hey @mistajuliax, thanks for the link! Will be pure raytracing. I started with DXR/D3D12 backend for now but it's not tied to a specific api, will eventually add Vulkan as well. Upcoming amd (+consoles) / intel cards are supposed to have raytracing units so will make decisions based on that to leverage the hardware.
Some related links to under-the-hood implementation: https://github.com/Kode/Kore/blob/master/Sources/Kore/Graphics5/RayTrace.h https://github.com/Kode/Kore/blob/master/Backends/Graphics5/Direct3D12/Sources/Kore/RayTraceImpl.cpp https://github.com/Kode/Kore/blob/master/Backends/Graphics5/Direct3D12/Sources/Kore/RayTraceImpl.h https://github.com/luboslenco/RayTraceG5-Kore
Ok, great i will look at these links, thanks for infos. It would be great to have a section in docs on how you implement things and what technique you used, adding reference docs implementation, like gpu gems, gpu pro, or whatever docs, books, articles inspired you to implement things. :)
Opened a new issue to take care of that https://github.com/armory3d/armory/issues/1268. :)
Hi lubos, me again ! Did you see that ? : https://morgan3d.github.io/articles/2019-04-01-ddgi/ https://morgan3d.github.io/articles/2019-04-01-ddgi/intro-to-gi.html https://morgan3d.github.io/articles/2019-04-01-ddgi/overview.html#citation-archard19 Keep the good develop !
Best regards
I know 0.6 alpha has lot of error, but here i found one while testing and it crash on start: