Realtime Dynamic GI + Reflections + AO + Emissive - AHR

That should be more than enough! I used it on a GTX 750 Ti and a FX-6300 ( now switched to an i7 4790K. TBH, get about the same framerates, but compiling is so, so, so much faster). Indoor is where works better actually, so you’re more than welcome to try it :wink:

Thanks!
And I haven’t even started optimizing… ;D

Cascades are a tricky topic, as there is a (sometimes significant) drop in performance when you start to select which buffer you sample from inside the shader. Having different threads accessing different buffers at the same time it’s complicated. Maybe if i move to the texture pipe i might be able to do it with mips.

Thanks . really sounds promising.

Also thanks Errvald. That was **** genius level :smiley: Only using it as needed as far as needed. That should be it !

I hope I can make good demonstration one day with AHR in a large terrain !

Welcome back !

Would love to see that!

Thanks! Will try to be more active here, haven’t done much on latetly

Just a small update. Working on reusing the prev frames to improve quality, basically get 4 times more rays at the expense of some ghosting. Still need some more work, but looking good.
Will try to have something to show soon, stay tuned

Oh If I could test it that would be sweet. Main question though is it via source compile only atm? I am unfortunately not the greatest programmer to say the least lol. I am more of the artistic person for the engine.

Yes, only source compile, but the steps are simple:
-Log into with an account that’s linked to your unreal engine account
-Go here : https://.com//UnrealEngine
-Follow all the steps where it says Windows. On the last step, press Cntrl + F5 instead of just F5, so that it loads without the debugger
-After that UE4 should be open
-Watch video : https://www.youtube.com/watch?v=zNY9_GRw5Zw that explains how to setup an scene.
-Enjoy! And provide feedback :smiley:

Any questions you have post here

^^

I’m not a programmer at all, and once you actually do it it’s very easy to compile source builds.
I really recommend not shying away from trying out builds that have features you’re interested in, the only painful part can be waiting for the engine to compile the first time.

Sweet I will give it a go when I get the time. Thanks. I have tried compiling the Engine from source before and it worked kind of but broke other stuff >_> but that was probably my own fault just going at it blind lol. I will definately try it out thanks.

Well, more of an informative post, but wasn’t accepted for siggraph. Saw that one coming tbh. Anyway, think I’m going to watch the latest GOT episode (HBO you better not kill someone i like, you have been warned), and then get on with the progressive refinement stuff.
I’m putting development on multiple bounces on hold for a bit, want to get that and the blur working correctly.
Cya later people

Did they give any specific reason for not being accepted?

From what I could read on the judge comments, it was more a problem with the demo than the technique itself. Interactivity wasn’t shown, and they also weren’t satisfied with the overall quality of the assets.
Guess it will be next time

What is siggraph ?

Big CG conference. I sent my work for a small part of it, : http://s2015.siggraph.org/attendees/real-time-live

Ok,thanks. I didn’t know :stuck_out_tongue:

Sorry i’ve been out of the loop latetly, been studying and doing some stuff and hadn’t had time to work on . In any case, think that I’ll start again next week, want to finish that progressive refinement stuff, finish multiple bounces, and then do some tweaks and optimizations i have in mind.

Here is realistc rendering with ahr

I also foud a bug whit directional lights,it voxelizes also the cone istead of voxelizing only where the light hits a surface(in screen the voxel size is set to 1 )

Ok. That, I have no idea what that is. Will try to reproduce it ASAP. Can you please walk me trough the changes you made? That screen makes really no sense, no idea how it even can do that, it shouldn’t, I only voxelize geometry.

Also, think its saturating the lighting on voxelization, will clamp the light intensity so that colors aren’t lost when the light intensity is too high for the , relatively small ,range of Voxel intensity.