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@h3r2tic
h3r2tic / raymarch.hlsl
Last active November 14, 2024 18:25
Depth buffer raymarching for contact shadows, SSGI, SSR, etc.
// Copyright (c) 2023 Tomasz Stachowiak
//
// This contribution is dual licensed under EITHER OF
//
// Apache License, Version 2.0, (http://www.apache.org/licenses/LICENSE-2.0)
// MIT license (http://opensource.org/licenses/MIT)
//
// at your option.
#include "/inc/frame_constants.hlsl"
@h3r2tic
h3r2tic / restir-meets-surfel-lighting-breakdown.md
Created November 23, 2021 02:15
A quick breakdown of lighting in the `restir-meets-surfel` branch of my renderer

A quick breakdown of lighting in the restir-meets-surfel branch of my renderer, where I revive some olde surfel experiments, and generously sprinkle ReSTIR on top.

General remarks

Please note that this is all based on work-in-progress experimental software, and represents a single snapshot in development history. Things will certainly change 😛

Due to how I'm capturing this, there's frame-to-frame variability, e.g. different rays being shot, TAA shimmering slightly. Some of the images come from a dedicated visualization pass, and are anti-aliased, and some show internal buffers which are not anti-aliased.

Final images

(** User Mathematica initialization file **)
(** See https://reference.wolfram.com/language/tutorial/ConfigurationFiles.html for info on instaling this file **)
(** Display graphics inline in iTerm2. I don't know an easy way to test if we're running in iTerm2 without looking at the process table. **)
imgcat[image_Graphics]:=(
WriteString[$Output, "\033]1337;File=inline=1:"<>ExportString[ExportString[image,"PNG"],"Base64"]<>"\007"];
Null
)
#pragma section(".remotery_code", read, execute)
__declspec(allocate(".remotery_code"))
static const uint8_t code[] =
{
0x50, // push rax
0x9C, // pushfq
0x53, // push rbx
0x51, // push rcx
0x52, // push rdx
@bgolus
bgolus / WorldNormalFromDepthTexture.shader
Last active October 9, 2024 07:25
Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Shader "WorldNormalFromDepthTexture"
{
Properties {
[KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0
}
SubShader
{
Tags { "RenderType"="Transparent" "Queue"="Transparent" }
LOD 100
@pixnblox
pixnblox / shading_position.hlsl
Last active August 3, 2024 17:21
Address the shadow terminator problem by computing a new shading position
// Projects the specified position (point) onto the plane with the specified origin and normal.
float3 projectOnPlane(float3 position, float3 origin, float3 normal)
{
return position - dot(position - origin, normal) * normal;
}
// Computes the shading position of the specified geometric position and vertex positions and
// normals. For a triangle with normals describing a convex surface, this point will be slightly
// above the surface. For a concave surface, the geometry position is used directly.
// NOTE: The difference between the shading position and geometry position is significant when
@thefranke
thefranke / RSS.md
Last active November 15, 2024 07:22
A list of RSS endpoints, readers and resources

The RSS Endpoint List

Please refer to this blogpost to get an overview.

Replace *-INSTANCE with one of the public instances listed in the scrapers section. Replace CAPITALIZED words with their corresponding identifiers on the website.

Social Media

Twitter

@sebbbi
sebbbi / FastUniformLoadWithWaveOps.txt
Last active October 11, 2024 06:34
Fast uniform load with wave ops (up to 64x speedup)
In shader programming, you often run into a problem where you want to iterate an array in memory over all pixels in a compute shader
group (tile). Tiled deferred lighting is the most common case. 8x8 tile loops over a light list culled for that tile.
Simplified HLSL code looks like this:
Buffer<float4> lightDatas;
Texture2D<uint2> lightStartCounts;
RWTexture2D<float4> output;
[numthreads(8, 8, 1)]
@rygorous
rygorous / mergesort_kit.cpp
Last active August 28, 2023 10:13
int16 mergesort construction kit
#include <emmintrin.h>
#include <tmmintrin.h> // for PSHUFB; this isn't strictly necessary (see comments in reverse_s16)
typedef int16_t S16;
typedef __m128i Vec;
static inline Vec load8_s16(const S16 *x) { return _mm_loadu_si128((const __m128i *) x); }
static inline void store8_s16(S16 *x, Vec v) { _mm_storeu_si128((__m128i *) x, v); }
static inline void sort_two(Vec &a, Vec &b) { Vec t = a; a = _mm_min_epi16(a, b); b = _mm_max_epi16(b, t); }
@NocturnDragon
NocturnDragon / Swizzles.h
Last active October 15, 2023 01:20
Swizzles in Clang, GCC, and Visual c++
#include <stdio.h>
// #define CLANG_EXTENSION
// Clang compile with -O3
#define VS_EXTENSION
// https://godbolt.org/z/sVWrF4
// Clang compile with -O3 -fms-compatibility
// VS2017 compile with /O3