![]() ![]() If a screen space intersection wasn’t found, we path trace the ray in our BVH (Fig 1). If we’re able to detect a hit in the last frame’s irradiance buffer, we even get a local multi bounce reflection for free. Deferred path tracingįirst, we try to cast the diffuse rays in screen space. We ported the stackless traversal algorithm to run on OpenGL® 4.2 hardware, so that the kernel runs in a plain fragment or vertex shader without the need for Compute Shader or OpenCL™. We vary between different tracing kernels across different hardware setups to achieve the best possible performance. We use Radeon Rays (formerly AMD FireRays) for the BVH construction and traversal. BVH unfriendly geometry with a high variation of polygon sizes. ![]()
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