Realtime Dynamic GI + Reflections + AO + Emissive - AHR

Everything working now ( it think. My windows installation is doing some funny things, but will cross fingers and hope it remains stable), so I’m starting to work on AHR right now.

I decided to go and modify the source directly, as I’t should be easier for me given I have to add a few things at various stages on the rendering pipeline. That comes with a question. Considering that will take time, and Epic updates UE quite often, what will be the best way to keep my code up to date will also working on AHR? I don’t have a lot of experience working on a team, and almost none at Git. Will I have used for quite a while now TFS, Git is a totally diferent beast. I code mostly by my self, and never something as massive as Unreal Engine. Some help will be more than welcome :wink:

Regarding AHR, I’m gonna re-work the whole voxel update code, as I have a new pipeline now that should reduce the number of objects that need to be voxelized each frame to just the dynamic ones and the ones that where outside the grid bounds on the prev frame and now are inside. Also, on the raytracing side I worked out a way to keep raytracing on the pixel that hadn’t moved, so that the lighting gets progressively refined. On moving things lighting quality won’t improve at all over the old raytracing, but given that they move (gotta love motion blur) it shouldn’t be a big problem, and the other things will look much better.
Just a few numbers. If, for example, some part of the scene hadn’t move a lot on the last 8 frames, which is not that impossible, and assuming we are doing 4 rays per frame, we end up at 32 rays, all at the cost of 4. At 60 FPS, 8 frames are just 0.13 seconds.
Still, that’s all theoretical for now, hadn’t got into making those changes. Everything is on a notebook and a whiteboard :wink: