Raytraced global illumination denoising

Recently, I’ve been playing Metro: Exodus on Series X a second time, after the enhanced edition was released, just to study the new raytraced GI the developers added to the game (by the way, the game is great and worth playing anyway). What makes this a bigger achievement is that the game runs at 60fps as well. The developers, smartly, use a layered approach in calculating the GI in the game, starting with screen space raymarching the g-buffer for collisions and then resorting to tracing rays at 0.25 rays per pixel (aka raytracing at half the rendering resolution) when none is found. They also use DDGI to calculate second bounce, to light the hitpoints with indirect lighting as well, and all these working together give an overall great lighting result. While all this is very interesting, it is their approach to denoising that piqued my interest and I set about to explore it a bit more in my toy renderer. This technique is described in this presentation and expanded in this one, where from I will be borrowing some images as well.

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Raytraced global illumination denoising

Abstracting the Graphics API for a toy renderer

I’ve been asked a few times in DMs what is the best way to abstract the graphics API in own graphics engines to make development of graphics techniques easier. Since I’ve recently finished a first pass abstraction of DirectX12 in my own toy engine I’ve decided to put together a post to briefly discuss how I went about doing this.

Modern, low level APIs like DX12 and Vulkan are quite verbose, offering a lot of control to the developer but also requiring a lot of boilerplate code to set up the rendering pipeline. This prospect can seem like a daunting task to people that want to use such an API and often reach out to ask what is the best way to abstract it in their own graphics engines.

Continue reading “Abstracting the Graphics API for a toy renderer”
Abstracting the Graphics API for a toy renderer