UBG - Realtime hardware raytracing with soft shadows

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Published on ● Video Link: https://www.youtube.com/watch?v=98Ke2tS0Fys



Duration: 1:53
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RTX on! Spent three weeks learning Vulkan, and eventually ray tracing. Here's where all the hard work finally pays off! There's obviously a lot to be improved with filtering, but here's how the world looks like with 1 or 8 samples per pixel with an area light, in order to produce 2D soft shadows. Also 256 samples for comparison, but that's far too expensive even in 800x600 to be used for a real game. And just 1 sample with only a point light. Hopefully Youtube doesn't completely slaughter this with compression.

Also notice how hot reload is here, too. No editing done :)







Tags:
vulkan
rtx
vulkan ray tracing
GL_EXT_ray_tracing
glsl
2d
soft
shadow
shadows
soft shadows
2d soft shadows
rtx on
indie
gamedev
indiedev
graphics
graphics programming