Releases: toomuchvoltage/HighOmega-public
HighOmega v3.0
This is the first release of HighOmega v3.0 code named King Mackerel.
It showcases both voxel-based and RTX-based real-time hybrid path-tracing with spatio-temporal de-noising among other techniques. Voxel-based hybrid path-tracing with spatio-temporal de-noising was initially showcased at i3D 2018.
It also debuts HighOmega 3.0's very own variance reduction measure supplanting path-tracing with real-time 3D radiosity mapping. This is made possible via dynamic scene voxelization followed by partial distance transforms and sphere-marched updates to (potentially diffuse) radiosity storing voxels in a de-coupled-from-visibility manner.
Please note that distant geometry, the sky, transmittive surfaces and light shafts (in this demo) use traditional lighting methods instead of path tracing.
HighOmega v3.02
This release represents a major rendering approach shift along with performance improvements:
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Combines real-time directional 3D radiosity mapping with raytracing to respectively handle diffuse and gloss. The radiosity map computation mostly mirrors that of the 3.0 release though directionality is introduced for fine lighting on diffuse groves. Completely avoids de-noising to achieve a ghost and smudge free look. The resulting look is designed to respect all PBR material definitions. Gloss is filtered in screen-space to emulate roughness and contact hardening is emulated via ray hit distance.
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The mountains, trees and grass are all generated inside compute and re-used across different passes. This usage pattern will be used to handle most dynamic geometry.
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Sub-allocation first strategy on basically every buffer, image and RTX acceleration structure.
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A new mode for shattering objects: successive slashing.
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The mat4 code was updated to use AVX.
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More logging in console for performance and memory usage.
HighOmega v3.01
This release is mainly a render and performance update over 3.0:
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This release reverts back to using basic next event estimation with multiple importance sampling. As a result it is slightly darker as it has minimal bias, yet still manages to maintain its temporal stability. The de-noising procedure is almost identical to the i3D2018 version except spatial de-noising appears first. The plane-aligned component (i.e. the trapezoidal looking part) of the filter is reserved only for diffuseness to maintain contact hardening in gloss. Upsampling is done last (meaning vast majority of the filter happens at low-res) as this helps with performance. First bounce now also uses blue-noise sampling.
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For the first bounce of gloss it attempts to do ray tracing against a fixed capacity grid similar to CryTek's Neon Noir. This has been showcased on Twitter and Reddit. More info on this later.
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Higher resolution shadow maps everywhere. Including on lower VRAM devices previously using smaller shadow map resolutions.
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Vast majority of assets compressed in this release using BC1. This should be reducing VRAM consumption to around 1/3rd compared to last release. Even 2GB VRAM devices (albeit at low framerates) are supported if the 2x2x2 option is selected for hybrid tri-grids and applied before running the demo.
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Fixed an SDL bug involving Windows 10 high-DPI support.
HighOmega v2.000009
This is a legacy version of HighOmega, released in 2015.
HighOmega v1.000006
This is one of the earliest releases of HighOmega dating back to 2010.