Realtime Dynamic GI + Reflections + AO + Emissive - AHR

If you check your project, you can see that it says that your release branch is around 500 commits behind Unreal Engine’s release branch and 180 commits ahead of that. That means that in the past when you started working on the first clean clone of the UE repo you took, you started working in a different timeline, because the main UE also kept updating with changes. If you merge them with your repo, we will have a repo that has the latest commit in the UE repo with YOUR additional code, making it fantastically easy for someone to see the additional things you have added. That will also offer easy merges of your version with someone that has just forked a vanillia version of UE repository. I see in your commit history that you’ve made some kind of merges in the past, so i’m not sure why i was unclear. If you believe that too much trouble for you, you could also make some kind of release patches, that can be used to offer your renderer in the latest git version of the official Unreal Engine. Please tell me if you want help! Again, really thanks for all your help :slight_smile: !!!

Oh yeah, that. I try to merge the changes by epic as they release them, but the last changes they uploaded to the release branch caused me problems compiling, and aren’t even final. I’m waiting till they release 4.10 before merging. AHR is currently 4.9.2

The link to get to the public release doesn’t seem to work anymore. Would love to be able to try out! It’s a really interesting technique.

Make sure you are logged into your account and its linked to your UE4 account. As the link will show a 404 error otherwise.

Sorry for the radio silence people.
The roughness based reflections turned out to be more complex than expected, so that’s on hold. Nevertheless, not everything is bad news!
Next commit, that should be up tomorrow, will have two important changes:
a) The blur is stage is now about twice as fast. Good news for the ones on low end!
b) Removed most of the flickering when moving bounds or objects, so now the movable bounds are actually useful! Really excited about one, as it opens new possibilities for AHR, makes it much more flexible.
There are other small changes, mainly two new settings, one to tweak the emissive intensity in the voxel grid, and the other to control (or disable) adding albedo to the voxel grid.
Will give you people a heads up when it’s on

Ahh sucks about the reflections, but oh my god the movable bounds and tweakables sound , that will allow me test with my full game map :smiley:
Great work !

Ooh new additions. Looks like I will have to DL/ReCompile. I noticed the flickering my self on a couple things but thought it was due to the current nVidia Driver being odd since people on the NVidia and EvGa forums reporting “flickering” in games/apps. Off I go.

Just a warning, is not on yet.

Ok, it’s up now.
Will get a commit up in a few days that will improve a bit voxelization performance on the data copy stage, cause I added a voxel filter stage (just a blur actually) but it was a lazy implementation, just wanted to check if it worked. Will have it fixed in a few days.
Another thing to keep in mind is that only the objects inside the bounds are voxelized. can be problematic, and specially with movable bounds, as you can have an object that casts shadows to some part of the scene, and affects the GI, but it’s not on the voxelization volume. Need to add a visibility test for the shadow map rendering stage.
Like I said, will give it more polish week.

Oh, btw, to solve the flickering I had to clamp the positions to per voxel increments (for the voxelization only, didn’t changed the position you see), but that might require re-tweaking some objects positions

thread is .

Agree, but better is made it as part of the engine, & Epic to pay you, or we can pay you as a community (people who will use it of course)

Sweet will recompile it again thought it seemed the same lol. Might do a clean install. Once again amazing work .

Guys, 4.10 update is up on . It was a painless merge tbh. time run setup.bat after downloading, as I think some dependencies changed.
EDIT: Also pushed a small commit that ensures all objects that can cast a shadow in the bounds are rendered in the shadow maps, even if the objects themselves are outside the bounds.

Aw gawd i love you, i’ve been making wombo combo semi handmade patches these days to take your changes to the latest vanilla Unreal Engine source code in order to build it…
Now i can study your work with ease! Thanks!!!

EDIT: Btw man, you should try to find out how to remove that 2 - 3 commits that you added the test scene in the past.
It really blew off your commit history, and cloning your repo gets heavy by the excess data that you don’t need…

What! That’s still there? Thought I had removed it. Will check it out

Hey , big fan of your work, been following thread for a while.

I’m a little curious and probably missed the explanation earlier but are you voxelizing everything in the bounds at run-time? or are the bounds fetching pre-voxelized static geometry and running a union with anything dynamic?

Voxelizing everything inside the bounds every frame. I used to only voxelize static, back when I was using RSM for lighting and the voxels only stored the albedo. It’s possible to do that separation, but it requires some rework of the algorithms, mainly injecting light directly into the voxels instead of rendering the lighting in the voxelization pass. Will see if I do that eventually.

Cool haven’t had much time -to much university work- to get into the Unreal back end but I’ll be looking to poke around the engine and your code in the coming holidays :slight_smile:

Hey, I’ve got a problem downloading any version beyond 4.5 apparently. The cadviz/AHRUnrealEngine link appears to have older versions on it only, and the link on the first page gives a 404 despite my having an account. I think I’m doing something wrong. ;(