ShawnTSH1229
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Modern Graphics API Abstraction (DX12) In XEngine

OverviewResource BindingMemory ManagementWork Submission
2024-10-08
Stochastic Progressive Photon Mapping In Alpha7XRenderer

Stochastic Progressive Photon Mapping In Alpha7XRenderer

IntroductionI have written a post explaining SPPM and implemented a DXR version of photon mapping (Screen Space Photon Mapping) based on the ray tracing gems. The purpose of this post is to describe h
2024-10-06
MP_IPDOM And GPU Hardware Simulation

MP_IPDOM And GPU Hardware Simulation

OverviewGPUs use SIMT (single-instruction, multiple-thread) to execute the same instructions in several threads. GPGPU-Sim uses SIMT stack to simulate SIMT. SIMT stack is a single-path stack execution
2024-10-03
[ReSTIR+SVGF-Sim]Spatiotemporal Reservoir Resampling With Spatiotemporal Filtering In MiniEngine

[ReSTIR+SVGF-Sim]Spatiotemporal Reservoir Resampling With Spatiotemporal Filtering In MiniEngine

IntroductionWe implement a GI algorithm combining ReSTIR and spatiotemporal filtering based on Unreal Engine and ReSTIR GI(SiGG 20). At first, we initial the reservoir samples using hardware raytracin
2024-10-01
How To Develop A PlayStation 4 Emulator(2)

How To Develop A PlayStation 4 Emulator(2)

OverviewAMD Graphics driver has four levels. The first level is GNM application level. This level is implemented by the game engine or the game developer. After that, the user mode driver translates t
2024-07-07
How To Develop A PlayStation 4 Emulator(1)

How To Develop A PlayStation 4 Emulator(1)

OverviewPSET4 is a tiny PlayStation 4 emulator. I wrote this project for graphics driver learning. There are many open source PS4 emulators, such as FPCS4 and GPCS4. These projects helped me greatly d
2024-07-05
Bindless Vulkan Ray Tracing In Cry Engine

Bindless Vulkan Ray Tracing In Cry Engine

Acceleration Structure ConstructionBoth DXR and Vulkan RayTracing use bounding volume hierarchies (BVH) as acceleration structure, which is also commonly used for offline ray tracing. BVH is an object
2024-06-30
ASTC Compression Accleration Using CUDA

ASTC Compression Accleration Using CUDA

OverviewASTC is a fixed-rate, lossy texture compression system that is designed to offer an unusual degree of flexibility and to support a very wide range of use cases, while providing better image qu
2024-06-18
GI Baking With Ray Guiding

GI Baking With Ray Guiding

IntroductionThis project is part of HWRTL. HWRTL is a single file hardware ray tracing library containing GI baking, HLOD texture generation and DXR PVS generation. Firstly, we pack the lightmaps of e
2024-06-14
Simplified Lumen GI In MiniEngine

Simplified Lumen GI In MiniEngine

IntroductionThis is a simplified Unreal Lumen GI implementation (SimLumen) based on Unreal’s Lumen GI. We have implemented most of Unreal Lumen’s features. To perform fast ray tracing, SimLumen builds
2024-05-18
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