You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This can be used to estimate of how converged the probes of the volume are. When the coefficient settles around a small value, it is likely the probes contain representative irradiance values and ray tracing and probe updates can be disabled until an event occurs that invalidates the light field
Adds changes to DDGIVolume D3D12 resource transitions based on feedback from GitHub Issue #68 (thanks!)
UpdateDDGIVolumes() can now be safely used on direct and compute command lists
Irradiance, Distance, and Probe Data resources are now expected to be in the D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE state by default
These resources can be transitioned to the required states for each workload using the new DDGIVolume::TransitionResources(...) function where appropriate (also see EDDGIExecutionStage)
Test Harness
Improvements
Adds support for the SDK's new Probe Variability feature, including buffer visualization, UI toggles, and checks to disable/enable probe traces based on volume variability
Adds support for Shader Execution Reordering in DDGI probe ray tracing and the reference Path Tracer (D3D12 only)
Requires an RTX 4000 series (Ada) GPU
Adds NVAPI as a new dependency (Test Harness only)
Improves acceleration structure organization
Reorganizes how BLAS are created from GLTF2 Mesh and MeshPrimitives
MeshPrimitives are now geometries of the same BLAS (instead of individual BLAS)
This prevents bad traversal characteristics when MeshPrimitives create substantially overlapping BLAS and increases trace performance up to 2x
Adds the GeometryData and MeshOffsets indirection buffers for looking up MeshPrimitive information
Updates RGS and Hit Shaders to look up MeshPrimitive information using DXR 1.1 GeometryIndex() and the new indirection buffers
Updates Closest Hit shaders to conform with the GLTF 2.0 specification for how albedo values sampled from texture should be combined with baseColorFactor. Fixes GitHub Issue #67.
Updates scene cache serialization/deserialization
Stores new information and now stores a scene cache file for .glb scenes too
Bug Fixes
Updates DXC binaries to v1.7.2207 (on Windows) to fix a shader compilation issue
Fixes issues with DDGIVolume name strings not being handled properly
Fixes D3D12 resource state problems caught by the debug layer