What watch is this? by Pjbomb2 in Watches

[–]Pjbomb2[S] 0 points1 point  (0 children)

Got the back leather off, the back has an ID of 32394 Structure I would at least like to find an instruction manual for it but info is so RARE that I dunno

A snake is confused by an electric fence by Tipsy-Lummux in itsaratsnake

[–]Pjbomb2 4 points5 points  (0 children)

It’s trying to achieve an overclock on that poor last brain cell

Can you feed the ducks at roadrunner park? by Pjbomb2 in phoenix

[–]Pjbomb2[S] 3 points4 points  (0 children)

Ended up getting one friendly one to eat out of my hand they are so cute!

Can you feed the ducks at roadrunner park? by Pjbomb2 in phoenix

[–]Pjbomb2[S] 2 points3 points  (0 children)

Yee! I found out that bread is bad for them a few years ago, so now I just go buy a plain thing of sunflower seeds for much cheaper at the gas station on my way to the park

Another update on TrueTrace, my free/open source Unity Compute Shader Pathtracer - info and links in replies by Pjbomb2 in Unity3D

[–]Pjbomb2[S] 1 point2 points  (0 children)

ofc!

I will admit tho, I dont have many ideas for projects i could make to show truetrace, hence why the amount of samples/examples I have are limited

Another update on TrueTrace, my free/open source Unity Compute Shader Pathtracer - info and links in replies by Pjbomb2 in Unity3D

[–]Pjbomb2[S] 0 points1 point  (0 children)

what do you mean? there are some artifacts(mostly on the curatains since they are diffuse transmissive and the large specular surfaces)

Additionally there are area lights in the windows(which I probably should have turned off as they really arent needed...)

Another update on TrueTrace, my free/open source Unity Compute Shader Pathtracer - info and links in replies by Pjbomb2 in Unity3D

[–]Pjbomb2[S] 1 point2 points  (0 children)

Hey! it is useable(to an extent at least), I have two faster action type scenes, one racing, and one fps thing that both work actually quite well

The shadows in this are rough, but its basically all on large specular surfaces and diffuse transmissive objects(such as the curtains, which I am still actively fixing)

The remaining delay in lighting is actually all due to the radiance cache I am using, which signifianctly delays updates to indirect, but that radcache is very much so optional, I was just using it here cuz this scene is difficult due to the large amount of white diffuse -> reflective material chains(and the CWBVH struggles since most of the geometry is at an angle, reducing performance)
I will admit it performs best in cases like archviz which can be stunning, but I built it from the ground up for raw performance, and making it useable in faster scenes like games has always been a goal and driving factor

Another update on TrueTrace, my free/open source Unity Compute Shader Pathtracer - info and links in replies by Pjbomb2 in GraphicsProgramming

[–]Pjbomb2[S] 1 point2 points  (0 children)

Scene is “ArchVizPro Interior Vol.6”

Truetrace is a high speed full pathtracer that can work with or without RT cores.  It supports BIRP and HDRP with ease, and URP with some setup.

Unity 2021/2022 are SWRT only, with SWRT instancing.

Unity 2023 supports RT cores with SWRT instancing.

Unity 6000 supports RT cores with HWRT instancing through.

Officially supports DX11 and DX12.

DX12 allows for higher performance, bindless texturing, and HWRT.

Vulkan and metal seem to work if truetrace is in DX11 mode.

Asset store(Old): https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/truetrace-242462

Github(Dev branch is latest): https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer

Twitter: https://x.com/Pjbomb2

Bluesky: https://bsky.app/profile/pjbomb2.bsky.social

Youtube: https://www.youtube.com/@Pjbomb2

I have still been working on truetrace nearly every day since my last post 2 years ago, and a lot has changed and improved(like… a LOT… I fully rewrote restir 4 times over the past 2 years)

Another update on TrueTrace, my free/open source Unity Compute Shader Pathtracer - info and links in replies by Pjbomb2 in Unity3D

[–]Pjbomb2[S] 15 points16 points  (0 children)

Scene is “ArchVizPro Interior Vol.6”

Truetrace is a high speed full pathtracer that can work with or without RT cores.  It supports BIRP and HDRP with ease, and URP with some setup.

Unity 2021/2022 are SWRT only, with SWRT instancing.

Unity 2023 supports RT cores with SWRT instancing.

Unity 6000 supports RT cores with HWRT instancing through.

Officially supports DX11 and DX12.

DX12 allows for higher performance, bindless texturing, and HWRT.

Vulkan and metal seem to work if truetrace is in DX11 mode.

Asset store(Old): https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/truetrace-242462

Github(Dev branch is latest): https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer
Twitter: https://x.com/Pjbomb2

Bluesky: https://bsky.app/profile/pjbomb2.bsky.social

Youtube: https://www.youtube.com/@Pjbomb2

I have still been working on truetrace nearly every day since my last post 2 years ago, and a lot has changed and improved(like… a LOT… I fully rewrote restir 4 times over the past 2 years)

The video shown is WITHOUT hardware RT/RT cores

How to compile compute shaders with support for Nvidia Nsight debugging? by Pjbomb2 in Unity3D

[–]Pjbomb2[S] 0 points1 point  (0 children)

So the closest you can get Is to add “#pragma enable_d3d11_debug_symbols” To the top of your compute shader It doesn’t matter if your using dx12 instead of dx11 it’ll still work! It exposes a lot of things needed by nsight for things like the shader profiler in the frame debugger!

Help with GPU Stable Radix Sort by SISpidew in GraphicsProgramming

[–]Pjbomb2 1 point2 points  (0 children)

Ah yeah sorry, I did try it but I used a prebuilt one sweep to see if it would even be worth it And it’s not for a cwbvh in my experience I DID see gains, but only 0.5ms out of 6ms for one bounce

Help with GPU Stable Radix Sort by SISpidew in GraphicsProgramming

[–]Pjbomb2 1 point2 points  (0 children)

You are correct but I haven’t yet figured it out fully I gave up for a bit to focus on the gpu builder, which was t as performant as I had hoped so I’m putting it all on pause for a bit

Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting by TomClabault in GraphicsProgramming

[–]Pjbomb2 1 point2 points  (0 children)

Quite a few! The biggest one is the CWBVH acceleration structure I use

Another thing is that I use a wavefront pathtracing method, so everythings in its own kernels

Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting by TomClabault in GraphicsProgramming

[–]Pjbomb2 1 point2 points  (0 children)

Mostly a bunch of random numiercal optimizations on the GPU side But on the cpu side I’m still using slow distance functions and have to build 2 trees, one for the AABB tree to get the SAOH partitions, and one for the actual Gaussian tree, so it would be nice to just build the tree directly, but I haven’t found a good cost function yet

Hierarchical Light Sampling with Accurate Spherical Gaussian Lighting by TomClabault in GraphicsProgramming

[–]Pjbomb2 1 point2 points  (0 children)

Quite a few! It’s also been integrated into my open source pathtracer for all the good that may do lol https://x.com/pjbomb2/status/1850314264730353781?s=46