Exploring Real Time Vr Path Tracing Development Recursive Diffuse

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  • Indirect samples are now stored as points in the pixel surface hemisphere, as opposed to world space position in the previous ...
  • After upgrading from VNDF to VNDF Spherical Caps this summer, today I upgraded the sampling strategy to Bounded VNDF.
  • 3 videos in 1, no light sampling, no denoiser.
  • All functional code is now done and verified against the naive
  • Testing a Minecraft scene in the

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Finished up the indirect lighting pass, hit/miss reservoirs, local frame persistent validation state and fast validation Testing Pure 3 bounces w/ caustic rays on Oculus Quest 1 using a RTX 3080 (no denoiser). I am pretty confident I can get this noise free at max ...

Fullscreen debug to display reservoir health from purple (M=0) to green (M=256). This will be used to distribute ray budget for ...

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