AHR is comming to Unreal Engine 4...

As AHR is now "mature", I decided to go and try to implement it inside Unreal Engine 4. Still at early stages, but getting there. Also, AHR is rendering at about 40 FPS on my system for the High preset (

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AHR Update - Now 50% faster!

Well, this blog needed some fresh air, so here it is. I have been working in my GI technique, and one aspect I wanted to fix was the voxel clear code. As is the trend today, AHR relies on a voxelized

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Approximate Hybrid Raytracing - Update

Well, this blog has been dead for a while. I was working hard on getting AHR ready for the GDC, as I was rejected at SIGGRAPH (but not by far actually). So, here's a new video: Again, I can't provide a

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Approximate Hybrid Raytracing

Global Illumination is the thing of the moment. Rendering it at real time is a really complex problem, so a lot of techniques have surfaced lately, mainly influenced by the amount of raw power and programability of current gen GPUs, and

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