November 8th, 2022
Game connection slides!Hey folks, the slides for game connection are here! Here's your chance to see what you missed: PowerPoint (has notes!) and PDF.
Feel free to reach out if you have any questions. This is of course the start of our outreach efforts regarding SauRayTM, so see you at the next event! Cheers,
October 5th, 2022
We will be at Game Connection Europe this year!Surprise, surprise! We will be presenting a sponsored session for SauRayTM at Game Connection Europe this year: Our session is on Friday, November the 4th at 11AM hosted at the Paris Expo. This will be the first in a series of talks that I'm planning to give on SauRayTM in the coming months. If I've never showcased it to you, here's your chance to see it demo'd live! Hope to see you there. Cheers,
September 24th, 2022
SauRayTM's in the news! (and other news!)I actually wanted to make this announcement on our schedule, but got beaten to it by eXputer: I can't say I'm happy with the picture they paint of TooMuchVoltage Software -- i.e. without credibility, obscure -- but at least they covered HighOmega v3.0's release and our DAIS approach favorably which is heartwarming. Since then, I've went public with the technical document behind SauRayTM's patent. There are also new SauRayTM-guarded CS:GO/TF2 servers hosted on the west coast: CS:GO: steam://connect/18.104.22.168:27015
TF2: steam://connect/22.214.171.124:27020 All of this can be found on our updated SauRayTM website: http://sauray.tech.
Keep an eye on it as updates will find their way on there sooner rather than later. These are fairly exciting times with more exciting news to come. Inviting you to stick with us for the ride! Cordially,
May 6th, 2022
An innovation while pushing boundaries in content deliverySo while I was working on pushing more and more content on older hardware (nVidia GeForce GTX 1050Ti), I ended up with a technique that makes visibility buffer/deferred material rendering faster for rendering engines that use visibility buffers/material rendering without a DAIS buffer. One notable example is rendering of Nanite geometry in Unreal Engine 5. Check it out in the graphics programming weekly! UPDATE: turns out I independently rederived Burns and Hunt's original approach with some notable differences:
- I do ray-picking on the near plane while they inverse project fragments to get ray directions.
- I also have no need for transforming geometry since all my geometry is post-transform from compute while they still have to transform oriented instances.
March 7th, 2022
C.L.A.S.H is still kicking...The world is going to hell in a handbasket. But I've managed to keep things going for now :)
After many months of engine upgrades to support asset streaming and processing via multi-threaded rendering (along with some situational setbacks), I finally have some more updates!
Feast your eyes on a scene of 7.6M triangles, path-traced in post-process using SDF shallow binary LBVHs. The skybox alone is 1M triangles.
The above thread has a link to a rough benchmark and relevant technical details for the curious.
Probably the least opportune time for post-apocalyptic scenery, but finally got some free time after a few busy months.— TooMuchVoltage Software (@TooMuchVoltage) March 7, 2022
There are 7.6M tris in this scene (+1M for the skybox). #SDF #BVH #pathtracing with #irradiance caching for diffuse on a 1050Ti at 240p (upsampled to 1080p). pic.twitter.com/YuRrNiliFh
Here's to hoping the world calms down soon. Cheers,
April 16th, 2021
Announcing C.L.A.S.H: Colonial Life-Advancing Self-sustained HemisphereAfter a literal decade in the making, it is finally here:
January 9th, 2021
NV to KHR ray tracing migrationFirstly, happy new year if I haven't told you this personally! :). If you do ray tracing in Vulkan you might find this write up of mine of immense help :). This will help you move to cross vendor Vulkan raytracing in case your code (still) needs nVidia hardware. It was also featured in the Graphics Programming Weekly - Issue 166 :).
September 9th, 2020
May 21st, 2020
HighOmega v3.02 is here!
UPDATED: June 18th, 2020I encourage you to try it out by getting it from GitHub and leaving your feedback on reddit. This will be the last release of this demo before an upcoming game. (fingers crossed!)
Your feedback is of utmost importance and will be implemented if it is crucial and within reach. Cheers,
March 2nd, 2020
Mesh booleans seem pretty popular these days!
UPDATED: March 12th, 2020And we're back in the graphics programming weekly! :) What a way to start posting for the new year!
Click here so you don't miss all the fun. It contains the secret ingredient! ;)
Here's how it looks in-engine (... the reddit post has better quality video though): Cheers,
September 24th, 2019
Shadertoy experiments!So it's been quiet here for a while. And that's because I've been taking a break making Shadertoys :).
Already four of them have been featured in Technically Art which makes me very proud!
Check them out here!
Here's a preview for those of you without a decent card:
June 24th, 2019
We're in the Graphics Programming Weekly! Woohoo!
Grab your issue right here! :)Wanna know why everything is so special this time? Check this video out :)
June 12th, 2019
Announcing HighOmega v3.0: King Mackerel. No RTX? No problem :)
UPDATED: June 28th, 2019Firstly, welcome to our new website! Feel free to look around. Hope you like what you see. Secondly we just recently released HighOmega's most recent iteration: v3.0 code-named King Mackerel. This release's rendering pipeline mainly relies on denoising path-traced images produced by either RTX or our very own Voxel-based hybrid path-tracing technique described here. This means that having an RTX capable card is not necessary for getting denoised path-traced graphics. Please note that not everything in the demo is path traced: distant geometry, the sky, transmittive surfaces and light shafts use traditional means of rendering. The aurora borealis is built on a special kind of noise called Triangular Noise developed by Nimitz. More details can be found here or here.