Realtime Dynamic GI + Reflections + AO + Emissive - AHR

would be . VXGI currently doesn’t support transparency or particles.

Well, big progress today. Got most of the voxelization code to work with 4.7.3
Also, continued testing an idea I had, still need to fix a few orientation issues, but looking good.
Will have more news soon.

hi,very impressive job you are doing, do you have a fork with your updated stuff so we can check it out? by the way you could get at the very least a epic grant with work man, you truly deserve :).

+1

go for it!

Ideas For UE4 Rendering

Disclaimer!
I don’t know too much about opengl but, I understand Most of the base theories involved. Most of the examples shown are just me tinkering around in Paint or Gimp.
One other thing all these are just theories/ideas Nothing more. Lastly I will be some what Guessing you have a Voxel grid of some sort set up with an octree.

1.Particle ray :
A ray made of of many particle representing and or making up a ray, or rays.
( mostly uses for loops and simple math operations.)


2.Skipped Sampling :
Skipped Sampling, or SS Is a type of LOD system for rays and voxel-octrees. When a “particle ray” is beamed out of an object it will Start off as a regular “ray”. But, As the octree gets more dense near another object as the ray goes along. So, does the ray getting more dense As the octree does Resulting in something like .
makes forward Ray tracing a bit more affordable but, not to where we need it. SO, another idea that I have is Simi-Radiosity.

3. SRSSRT, (or Simi-Rasiosity Skip Sample Ray Tracing.)
When a “ray” hit on of the voxels It will Add one to the light value. Also, the ones next to that voxel that got hit will divide the Neighbor’s Light value In half and add it to its own. With a cap light value of 1 And a cap divide value of 256 (medium) or 512 (high) p.s. Lower the better Hard shadow/ more realistic Soft shadow.

Adding radiosity Make it to where we Need Less rays to do Forwards ray tracing and Save on run time also.

Is just half of what I have but, I mite post some other stuff latter

Like I said, my repo is private for now, It’s still not fully working and I don’t want to publish it until it’s working.
Got vacations week, so will use them to advance as much as possible on (and, well, catching up with my study D: )
So if it should be up somewhere around next week.

Well, i won’t lie, i have considered :wink: , but will wait until AHR passes a few rounds of public testing.

[EDIT]
Well, I’m going to be a bit more explicit. When I said my fork was not fully working, I meant I was still running tests. is how it looks right now:
http://i.imgur.com/JgQVrnb.png
Think I made my self clear now right…? :wink:
I know you people have been waiting for a long time, but just a bit more. It’s gonna be worth it.

Well, thanks for the ideas!
About the first one, think you mean raymarching, and that’s kinda what I’m doing actually.
About the second one, well, I’m using just one plain voxel grid for now, so can’t do that. Might consider it later.
I really don’t follow the last one though. Care to explain a bit more :slight_smile: ?

Quick update. Got most of the things working now, working now to get shadow mapping (that i need to find the direct illumination of the voxels) up and running, think i’m close.
Also, did a few changes and managed to add HDR to the voxels. Not true HDR, but can now store illumination or emissive values up to 32. Also, the way the voxels are now it leaves space to add transparency in the future.
Last but not least, found out a few days back that they moved the deadline for the Real Time Live! section of year SIGGRAPH, have until the 26 of month now, so think I will enter!
Will need some help from you guys coming up with some content to show, but will talk about that later, have to make AHR public first right :wink:
Well, that’s it for now.

BTW, is not an Aprils Fool prank, i’m for real :smiley:

Looking forward to it man! sounds :smiley:

Yes and no with the ray marching thing, what I was doing its sending out a ray made out of points (so there is no rays involved. by regular standards.). At each point It does a collision check. If there is a collisions at the point, or the point has gone a bit passed the collision area, it will make a bouce rays. The more dense the points the better the render.

Next, the end part Is a combination of path tracing and radiosity. Making it were you can do more than 2 to 3 bounces with less rays. So, If I do three bounces then I can switch to radiosity and letting it do what ever. Or, I can do radiosity and ray tracing at the same time. Ect…

That’s the definition of ray marching actually :wink:

Still unclear what you mean there. Just in case, radiosity it’s too slow for real time, and so is path tracing. To get it down to acceptable time, you have to use approximations, and there is where VXGI or AHR come to play.

Hello , i have following for a long time and there is question that i want to ask you
what type of raytracing is uses are you using forward or backward , i want to know it , because with backwards raytracing it would be much easier to reuse calculations from previous frames , as you could update the pixels that changed since last time as each of them is computed mostly independently from each other.

ps English is not my native language , so i apologize any of my mistakes

I think hes is using backwards

What I was thinking of is away of doing forward light tracing or ray tracing, So helps a lot! It’s kind of like minecraft lighting but not… Also A bit less savvy on using rays And over all less rays are used in the end. You even might get the same or better picture as your ray tracer right now!

It’s backward tracing. Will have more details when i make it public.
Regarding that, had a BSOD that ****** up my repo so had to spent about two days just to get things running again. It’s working now.
Most of the things seem to be working, so expect to publish somewhere along week.

Also, did a few experiments, and while early wip …
20696e088a03526103fbe977c075c6a5869d040a.jpeg

good to hear man, I am looking forward to it.

e32e28d2e6a17a9578980336a785fde94b7b5629.jpeg

I love forums :smiley:

better Be good!

When is it Done? :slight_smile: Please you told me a week :stuck_out_tongue: But, Still work man! :smiley: