Realtime Dynamic GI + Reflections + AO + Emissive - AHR

No idea really, but I don’t rely on LPV code, at least I try not to, so it shouldn’t be an. Will check it later though

so is ready to be released yet? they say that VXGI will be delayed for at least another week.

I need to finish one more , that I hope to finish today, andthen the things that are left are changing are few things, but I’m stuck with that, and still waiting for someone to provide some help : Creating custom shaders and binding them with the material editor - Rendering - Epic Developer Community Forums
After that, I should be ready for a public BETA

Well, I added a new thing to get normal influence, so that now it looks a lot better. Another thing I will try is to drop the tracing resolution to 1/4 res. With the new normal thing the difference in quality should not be big, and performance should be at least 3.5x better.
There are a couple of big bugs to fix before getting the beta I talked about though, and week I won’t be working on as I have to study and will do a short thing for a guy of the forums. Freelance job! :slight_smile:
Should have more AHR news soon.

So I take it that world offset is still an?
Have you got a screenshot of the new normal influence?

Sadly my last changes broke my build, and been too busy to fix them, but was able to find some screens.
They could be better, and are mostly emissive lighting, but should help to give an idea. The last one specially.
http://i.imgur.com/marRwhC.png
http://i.imgur.com/xy0DOxP.png

EDIT: I also have some ideas to add multiple bounces without a big performance hit, and a idea to improve the shadowing code. In any case, The next thing for is fix the bug that broke the build, rework the RSM now that I got most the material editor to work on my shaders, as the LPV implemenation for RSM is not the best for my thing. AHR has different requirements for RSMs that LPV.
After that, I will open the repository for a public beta. Hope to do that soon

EDIT 2: The world offset is still not working sadly

EDIT 3: For the keen eye, yes, there’s no bounce from emissive. As is (for now) a single bounce technique, you can’t get a bounce from emissive as you get the illumination by tracing.

It looks great. your tools have colour bleeding and blending and melting right? Cus I don’t see blue and red melting and turning into purple.

Off topic: what is RSM?

Yes it has, it’s just a bit low to be seen on the image, there are more blue-green than red lights and they aren’t really intense. You get proper blending of colors, the beauty of a method based on the rendering equation and raytracing. You don’t need to handle “by hand” things like color bleeding, light from emissive objects, soft contact hardening shadows, reflections, they all come together in the rendering equation integral.

Great. :D, btw VXGI will be out next week and will probably very demanding. I hope your solution will be the best alternative :slight_smile:

Oh and I asked you what is RSM?

Reflective Shadow Maps. Just a fancy term to say you are rendering the color as seen from the light, along with the depth. The performance is about 25-30 ms in total for med to high quality preset on my GTX 750 Ti, depends on the number of dynamic objects and scene. I will reduce the buffer to 1/4 res next, with the new normal thing shouldn’t be really noticeable, and that should bring about 3.5 performance improvement, so think the whole technique can end up at about 10 ms on my GTX 750 Ti. All at 1080p.
It’s still early to talk performance though, but the goal is the 10 ms number for the whole thing.
A test a friend did a while back showed that when running on a Titan Black or a R9 290X you got about ten times faster than with my GTX 750 Ti, for the raytracing stage. With hardware, the bottleneck starts to shift from tracing to voxelization or even clearing the dynamic voxel grids. Calling ClearUnorderedAccessView is actually slow, need to test if running a compute shader to clear is faster.

I did a quick test, and reducing the resolution to 1/4 has a really small impact in quality, mainly arround the edges, but runs at about 7 ms, down from about 25 on my demo scene(not unreal engine), so when I finish what I’m on right now, that should be close to do it, and also do an exam I have due the 19th, I should get into , reducing the res in ue, fixing a few bugs and making it public.
I’m sorry I’m making you guys wait so much, but be patient for a little bit more, will be worth it ( hope so :wink: )

Oh, anyone has an ETA on 4.7? Cause given I’ll have to change things when it comes out, maybe it will be better if I wait till it’s out, update my code to 4.7 and then make it public

Oh no , you could start updating it to 4.7 right away and release it :D.

I wouldn’t be waiting for 4.7 proper. It won’t see such harsh changes set a git rebase gets rly hard. Just guessing though.

And maybe you could get a cold. Or break your legs maybe? Something that fixes you in front of your computer. Then you cannot have exams and release much earlier :smiley:

promise of some cool realtime solution all around the Engine is so hard to take :stuck_out_tongue:

Man, I would go to the exam even if I broke both my legs, they don’t give you a second for being ill :wink:

Hehe, good luck with your exams! I bet with your attitude you’ll get an earned success.

don’t be sorry, you are doing amazing. amazing i say! take all the time in the world.

Could somebody show running in the elemental demo?(if its possible of course) would just like to to compare it to svogi that epic was developing:)

well, had the exam yesterday so now i’m free from study for the next couple weeks. Don’t have the results of the exam yet, but think i lost it cause i did some stupid things like 1 + 1 = 0 and 4 - 9 + 2 = -1, but what can you do? will do it again in july.
Anyway, expect news about AHR more often from now on :wink:

Better learn your math dude :stuck_out_tongue:

is actually interesting, do you have more news to share?