H. Long's Website

Practical ray traced GI on WebGPU

The picture on the left is the real-time result of the project. This is a real-time ray tracing project based on WebGPU. The project utilizes ReSTIR to accelerate the direct illumination (DI) and global illumination (GI) computations. Additionally, it incorporates a denoiser and an upscaler to enhance practicality for web-based applications.

Screen probes computing tool using Vulkan

This offline tool is similar to Lumen in UE5, it can output probes in screen space from a specified viewpoint. The left pic is from the introduction of Lumen slide.

VK precomputed visibility

Introduction

This is a simple implementation of precomputed visibility in Vulkan based on modern CPP.

Easy software rasterizer

A cube with anti-aliasing

My small pt

result for a complex scene with 2500 samples per pixel