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Realtime raytracing on a 2014 GPU

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11 comments, last by jeskeca 5 years, 1 month ago
On 2/26/2019 at 10:47 PM, JoeJ said:

Things like this: http://jcgt.org/published/0006/02/01/paper-lowres.pdf - 0.048 bits per voxel. Streaming large worlds and unpacking them to multilevel bit grids should work well i guess

That SSVDAG algorithm looks impressive, but doesn't look applicable to real-time techniques, as it doesn't look like you could construct an SSVDAG in real time. 

@spike1 - It won't make it faster, but hardware virtual-texture support could reduce the voxel memory requirements. The idea would be similar to sparse-virtual-shadow-maps, though it's probably not supported on the GTX 750 Ti in hardware. 

Maybe with a github source repo.. someone might collaborate and improve it, or someone else might find a practical use for the technique even with it's limitations. 

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It also seems like using some kind of temporal averaging is the key to trying to get more effective sampling out of limited hardware resources.

In addition to the SVGF that was already mentioned, Nvidia did something similar in their 2-layer Deep G-Buffers.

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