GI: skip the visibility ray for temporal reservoir picks unless the segment crosses a change sphere #985

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opened 2026-10-23 18:07:42 +00:00 by sky_line · 0 comments
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From the 2026-10-23 GI performance pass. Baseline: RTX 5090, 4K, DLSS Ultra Performance (1280x720 render), GI at full render resolution, GI 3 + cache, ReSTIR DI 3, emissive on: GPU 30.9 ms/frame (GPU-bound), async deferred lighting 20.1 ms, c_gi_trace 12.7 ms (883k rays/frame).

About 30% of picks are temporal. Their visibility ray could be skipped unless the segment crosses this frame's change spheres. About 0.3-0.5 ms.

Risk: leaks from moving avatars or doors that aren't in the change spheres. Medium effort.

From the 2026-10-23 GI performance pass. Baseline: RTX 5090, 4K, DLSS Ultra Performance (1280x720 render), GI at full render resolution, GI 3 + cache, ReSTIR DI 3, emissive on: GPU 30.9 ms/frame (GPU-bound), async deferred lighting 20.1 ms, `c_gi_trace` 12.7 ms (883k rays/frame). About 30% of picks are temporal. Their visibility ray could be skipped unless the segment crosses this frame's change spheres. About 0.3-0.5 ms. Risk: leaks from moving avatars or doors that aren't in the change spheres. Medium effort.
sky_line added this to the Slipstream project 2026-10-23 18:07:42 +00:00
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sky_line/Slipstream#985
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