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A voxel cone traced realtime Global Illumination rendering engine in dx12, wip

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DXE

A voxel cone traced GI rendering engine in dx12, currently in progress

current results

diffuse reflection

specular

area lighting

voxel ambient occlusion (VXAO) :

comparision

Indirect + direct lighting (VXGI one bounce)

Direct lighting only

indirect diffuse light

Implemented :

  • Deferred rendering pipeline
  • Scene voxelization using hardware conservative rasterization & geometry shader
  • Radiance volume injection trough shadow map with compute dispatch thread invocation mapping to the dimension of shadowmap instead of volume
  • Anisotropic radiance volume mip map chain generation with compute shader for alleviating light leaking - a widely known issue for VCT.
  • Voxel cone tracing in a single pass conmbining previously generated geometry buffer as well as anisotropic radiance 3d texture buffer to generate final image
  • area/volume lighting
  • mutiple render layers seperating dynamic geometry and static geometry to further optimize voxelization

Planned

  • better soft shadow from area lights
  • interleaved sampling for blocky reduction/ tiled based pixel rearrangement to improve data locality for GPU cache coherencyreference
  • temporal filtering/spatial reprojection for flicker & noise reduction
  • cone traced reflection or SSR, translucent/transmissive object(subsurface scattering)
  • Clip map/cascaded mip map implementation for VCT
  • other mutiple light types using shadow map: point spot
  • cascaded/variance shadow mapping
  • render graph / more orgnized framework & RHI
  • tiled based lighting
  • DXR accelerated or hybrid GI possibly (far/medium range GI utilize Voxel/SDF, close range GI/shadow/reflection utilize DXR or SSGI, which I believe is the GI lighting tech used in UE5's PS5 demo (lumen)) ? (research)
  • linear transformed cosine
  • DOF
  • may be experiment with SDF (signed distance field) to replace cone trace, heard they look better

Gbuffer & deferred shawdow

Voxel 3d volume texture

Voxels visulized in screen space with ray marching

Radiance Map

Credits