Sergei πŸ‡ΊπŸ‡¦ (@ihr4k) 's Twitter Profile
Sergei πŸ‡ΊπŸ‡¦

@ihr4k

Game Developer, Graphics Engineer, XR Developer
ihr4k.github.io blog about a project I started in Jan 2024

ID: 1547651270189596672

calendar_today14-07-2022 18:36:36

921 Tweet

257 Followers

148 Following

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I had an issue with the second half of the probes collection, debugging these issues on GPU is interesting for the first time, I blamed my position calculations but after a couple of debugs with colors, I found out that it was an issue in the wrong countsπŸ€¦β€β™‚οΈ now evthng looks right

I had an issue with the second half of the probes collection, debugging these issues on GPU is interesting for the first time, I blamed my position calculations but after a couple of debugs with colors, I found out that it was an issue in the wrong countsπŸ€¦β€β™‚οΈ
now evthng looks right
Sergei πŸ‡ΊπŸ‡¦ (@ihr4k) 's Twitter Profile Photo

Today at current work I finally finished my work on package distribution, so the monolith architecture we had now became a plugin code base with our own Unity subsystem, so we can use version and submit new releases through npm, and production code is the only client That was hel

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I have added sampling from irradiance texture and irradiance calculations, I used a simpler method w/o positions generation and etc to intermediate textures as Majercik has done, but I will come back to this later. The worst thing is how little time I have after my main job

I have added sampling from irradiance texture and irradiance calculations, I used a simpler method w/o positions generation and etc to intermediate textures as Majercik has done, but I will come back to this later.
The worst thing is how little time I have after my main job
Sergei πŸ‡ΊπŸ‡¦ (@ihr4k) 's Twitter Profile Photo

I only can imagine what expects XBox indie developer on certification, I have spent 3 weeks already just to get access to some Documentation I needed for DXCompilator, and still no success, Meantime Microsoft blocked my account and I have no idea how to get access again

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Oldie but a goldie, with some cool insights about Kill Zone 2 rendering technologies and memory allocation, It is funny how innovative things in 2009 are common techniques now Michal Valient - The Rendering Technology of KILLZONE 2 gdcvault.com/play/1330/The-…

Sergei πŸ‡ΊπŸ‡¦ (@ihr4k) 's Twitter Profile Photo

Just added test direct light (sun) and tried to check how it affects, there is still no visibility term, so some probs show that light leaks, but anyway, it is fun to see the actual reaction and hysteresis, interesting what I was not able to fade out on 8 bit target, only FL16

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Just finished watching Ray Tracing for Global Illumination from UC Davis - slightly mixed feelings but can only recommend checking, that definitely worth it, high amount of information and some neat details, really happy I checked it before next 2 books youtube.com/playlist?list=…

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One of the best explanations and examples of the probes usage in general, it's a little different from what we can find in publications these days, so it makes this even better Stefanov - Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3 gdcvault.com/play/1015539/D…

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I'm a huge fan of Alexander Stepanov's work, 10 years ago I was not able to understand his Elements of Programming book, only last year I finally got it, This beautiful Sean Parent's talk will show you the other side of the STL, which you maybe don't know youtube.com/watch?v=iwJpxW…

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Finally the good milestone with Irradiance Field implementation, the simple "all Ray Tracing calls in one pass" worked, so that's good, In the video, you can see only the indirect part, Soon I will switch to another scene and a more difficult scenario

Nikolay Stefanov (@nhstefanov) 's Twitter Profile Photo

The big plus of PRT was that it could relight from new light directions / cloud coverage / etc. Much more flexible than the simple lerp between different probe sets. The later 2016 talk is the evolution of this idea, implemented in The Division.

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After I switched the scene to something more interesting I found Irradiance calculations are slightly off what you expect, so I decided to get rid of a simple implementation and go to one from Majerick publication, so I mage compute shader which generates data, another CS preview

After I switched the scene to something more interesting I found Irradiance calculations are slightly off what you expect, so I decided to get rid of a simple implementation and go to one from Majerick publication, so I mage compute shader which generates data, another CS preview
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I don't often work with compute shaders, but last month gave me an excellent experience, But I always wanted to see how bad resource barrier can affect the texture

Sergei πŸ‡ΊπŸ‡¦ (@ihr4k) 's Twitter Profile Photo

Interesting talk about GI, good explanation in details about their pipeline, I like that they showed which techniques didn't work for them and why, That's pretty fresh - GDC 2019, Anton Yudintsev - Scalable Real-Time Global Illumination for Large Scenes gdcvault.com/play/1026083/S…