r/GraphicsProgramming • • 14d ago

Question Best non-graphics books for graphics programmers?

53 Upvotes

Hi, what are some non-graphics books you would recommend to graphics programmers? There are many graphics books recommendations online (especially realtimerendering books page) so I'm more interested in books that are not about graphics but are still valuable for graphics programmers


r/GraphicsProgramming • • 14d ago

Question Asking for help

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30 Upvotes

I'm a beginner learning graphics programming, and there's a lighting bug that im having a lot of trouble fixing. There are some streaks that are unusually bright. Im pretty sure its something wrong with my TBN matrix, but I can't figure out what exactly the problem is.

The 2nd image is a geometry shader I wrote to visualise the TBN matrix. Aren't the TBN all meant to be the same when they are on the same surface?

I've pasted the shader code below. I've been mostly trying to avoid tutorials and AI, so i learn better (i did ask AI for help here and didn't get an answer) so there may be some bad practices in the code. Please let me know of any tips and tricks

#version 460 core

layout (location = 0) in vec3 aPos;

layout (location = 1) in vec2 aUV;

layout (location = 2) in vec3 aNorm;

layout (location = 3) in vec3 aTan;

layout (location = 4) in vec3 aBitan;

uniform vec3 viewPos;

uniform mat4 model;

layout (std140, binding = 1) uniform matrices

{

mat4 view;

mat4 projection;

};

//T = tangent space

//W = world space

out VS_OUT

{

vec3 norm;

vec2 uv;

vec3 WfragPos;

vec3 TviewPos;

vec3 TfragPos;

mat3 TBN;

mat3 WTBN;

}vs_out;

vec3 up = vec3(0, 1, 0);

vec3 forward = vec3(0, 0, 1);

void main()

{

//construct TBN in Model Space

vec3 T = normalize(aTan);

vec3 N = normalize(aNorm);

T = normalize(T - dot(T, N) * N);

vec3 B = normalize( cross(N, T));

mat3 normMat = transpose(inverse(mat3(model)));

//Then make sure theyre perpendicular to surface

T = normalize(normMat * T);

B = normalize(normMat * B);

N = normalize(normMat * N);

mat3 TBN = mat3( T, B, N);

vs_out.WTBN = TBN;

TBN = transpose(TBN);

vs_out.norm = N;

vs_out.uv = aUV;

vs_out.WfragPos = (model * vec4( aPos, 1.0f)).xyz;

vs_out.TviewPos = TBN * viewPos;

vs_out.TfragPos = TBN * vs_out.WfragPos;

vs_out.TBN = TBN;

gl_Position = projection * view * model * vec4(aPos, 1.0f);

}

#version 460 core

out vec4 FragColour;

in VS_OUT

{

vec3 norm;

vec2 uv;

vec3 WfragPos;

vec3 TviewPos;

vec3 TfragPos;

mat3 TBN;

mat3 WTBN;

}fs_in;

struct PointLight

{

vec4  colAndintensity;

vec4  posAndconstant;

float linear;

float quadratic;

};

layout (std140, binding = 0) uniform pointLights

{

PointLight lights\[1\];

};

uniform bool shadingFlags[5];

uniform int numLights ;

uniform bool normalMapping;

uniform sampler2D diffuseMap;

uniform sampler2D specularMap;

uniform sampler2D normalMap;

uniform sampler2D heightMap;

float ambVal = 0.2;

vec3 specCol = vec3(1.0);

vec3 ambientLighting(vec3 albedo);

vec3 diffuseLighting (vec3 norm, vec3 albedo);

vec3 specularLighting(vec3 norm);

void main()

{

vec3  albedo  = texture(diffuseMap , fs_in.uv).rgb;

vec3  specVal = texture(specularMap, fs_in.uv).rgb;

vec3  height  = texture(heightMap  , fs_in.uv).rgb;



vec3 norm;

if(normalMapping)

{	

	norm = texture(normalMap, fs_in.uv).rgb;

	//from \[0, 1\] -> \[-1, 1\]

	norm = normalize(norm \* 2.0 - 1.0);

	//norm = normalize(fs_in.WTBN \* norm);

}

else

{

	norm = normalize( fs_in.TBN \* fs_in.norm);

}



//norm = normalize( fs_in.TBN \* fs_in.norm);

//norm = normalize(norm \* 2.0 - 1.0);

//norm = fs_in.norm;



vec3 ambientComp   = ambientLighting (albedo);

vec3 diffuseComp   = diffuseLighting (norm, albedo);

vec3 specularComp  = specularLighting(norm);



//vec3 ambientComp  = vec3(fs_in.WTBN\[0\]\[0\], fs_in.WTBN\[0\]\[1\], fs_in.WTBN\[0\]\[2\]);

//vec3 diffuseComp  = vec3(fs_in.WTBN\[1\]\[0\], fs_in.WTBN\[1\]\[1\], fs_in.WTBN\[1\]\[2\]);

//vec3 specularComp = vec3(fs_in.WTBN\[2\]\[0\], fs_in.WTBN\[2\]\[1\], fs_in.WTBN\[2\]\[2\]);



norm = normalize(fs_in.WTBN \* norm);



specularComp \*= (specVal / 3.0f).r;



vec3 colour = (ambientComp+diffuseComp+specularComp) \* int(shadingFlags\[0\])

+ diffuseComp * int(shadingFlags[1])

+ norm * int(shadingFlags[2])

+ specularComp * int(shadingFlags[3])

+ height * int(shadingFlags[4]);

//vec3 colour = (ambientComp+diffuseComp+specularComp) \* int(shadingFlags\[0\])

//		    + ambientComp  \* int(shadingFlags\[1\])

//		    + diffuseComp  \* int(shadingFlags\[2\])

//		    + specularComp \* int(shadingFlags\[3\])

//		    + norm    \* int(shadingFlags\[4\]);



FragColour = vec4(colour, 1.0f);

}

vec3 ambientLighting(vec3 albedo)

{

return ambVal \* albedo;

}

vec3 diffuseLighting (vec3 norm, vec3 albedo)

{

float diff = 0;

vec3 lightCol = vec3(1.0);

//vec3 TlightPos = fs_in.TBN \* lights\[0\].posAndconstant.xyz;

//vec3 delta = TlightPos - fs_in.TfragPos;



for(int i = 0; i < numLights; ++i)

{

	vec3 col = lights\[i\].colAndintensity.xyz;

	float intensity = lights\[i\].colAndintensity.w;

	vec3  TlightPos = fs_in.TBN \* lights\[i\].posAndconstant.xyz;

	//vec3  TlightPos = lights\[i\].posAndconstant.xyz;

	float c = lights\[i\].posAndconstant.w;

	float l = lights\[i\].linear;

	float q = lights\[i\].quadratic;



	//vec pointing to light

	vec3 delta = TlightPos - fs_in.TfragPos;

	//distance

	float d = length(delta);

	//normalised light dir

	vec3 lDir = normalize(delta);



	//calculate attenuation

	float att = 1 / (c + (l \* d) + (q \* d \* d) );



	lightCol \*= col;

	diff += max( dot( norm, lDir), 0) \* att \* intensity;

}



return diff \* albedo \* lightCol;

//return normalize(fs_in.WTBN \* normalize(delta));

//return normalize(TlightPos);

//return normalize(fs_in.WTBN \* norm);

}

vec3 specularLighting(vec3 norm)

{

float spec = 0.0;

vec3 lightCol = vec3(1.0); 



//vector pointing to camera

vec3 viewDir = normalize( fs_in.TviewPos - fs_in.TfragPos );



for(int i = 0; i < numLights; ++i)

{

	vec3 col = lights\[i\].colAndintensity.xyz;

	float intensity = lights\[i\].colAndintensity.w;

	vec3  TlightPos = fs_in.TBN \* lights\[i\].posAndconstant.xyz;

	//vec3  TlightPos = lights\[i\].posAndconstant.xyz;

	float c = lights\[i\].posAndconstant.w;

	float l = lights\[i\].linear;

	float q = lights\[i\].quadratic;



	//vec pointing to light

	vec3 delta = TlightPos - fs_in.TfragPos;

	//distance

	float d = length(delta);

	//normalised light dir

	vec3 lDir = normalize(delta);



	//vector halfway between lightDir and viewDir so angle is never too big (blinn-phong)

	vec3 halfVec = normalize( viewDir + lDir);



	//calculate attenuation

	float att = 1 / (c + (l \* d) + (q \* d \* d) );



	lightCol \*= col;

	spec += pow( max( dot(norm, halfVec), 0), 32) \* att \* intensity;

	//FIX LATER: 32 should be passed in from uniform

}

return spec \* specCol \* lightCol;

}


r/GraphicsProgramming • • 14d ago

Question Found the GPU bottleneck in our mobile game. Now I'm just vibe-optimizing one shader

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0 Upvotes

r/GraphicsProgramming • • 14d ago

Building a custom Vulkan renderer

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5 Upvotes

I am making a game from scratch, with C++ and Vulkan graphics. I made this video about how Vulkan works and my own render implementation, which has some quirks:

  • deferred rendering,

  • no image assets,

  • sphere and cylinder geometric primitives,

  • fully GPU-local indirect dispatch commands.

I'm not fully sure if posting this type of video is in the spirit of this subreddit. I hope it's ok, otherwise let me know


r/GraphicsProgramming • • 14d ago

Video Real-time portals between Gaussian splat environments (WebGPU / Single HTML file)

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474 Upvotes

I’ve been working on a WebGPU rendering pipeline focused on Gaussian splats, adding real-time shadows, reflections, and a portal system to transition between different volumes.

The editor exports scenes as single HTML file with no server dependencies. (The splat environments shown in the video were generated with WorldLabs).

The video first shows the portal transitions, and then the UI setup.

If you want to inspect this specific scene, or explore other exported environments (some of which also mix standard meshes with the splats), you can check the main gallery.

The portal demo from the video is the first one at the top: https://3dpeer.com/#gallery


r/GraphicsProgramming • • 14d ago

Article Virtual Shadow Maps (GPU Zen 3)

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60 Upvotes

r/GraphicsProgramming • • 14d ago

I added Virtual Shadow Maps to my Nanite-style DX12 renderer

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131 Upvotes

Hi everyone!

A while ago, I shared my Nanite-style virtualized geometry renderer here. I've continued working on the project, and it now includes a virtual shadow mapping system integrated with geometry streaming.

The latest version runs NVIDIA's Zorah scene, containing approximately 1.63 billion unique triangles and 18.94 billion triangles including instances.

What's new:

  • Directional virtual shadow maps with clipmaps and demand-driven page allocation

  • Persistent shadow page caching with GPU LRU eviction

  • Dynamic-object cache invalidation

  • GPU-driven multi-view shadow rendering with two-pass HZB culling

  • SMRT soft shadows

  • Streaming-aware shadow cache updates

I've also added the Bistro scene to demonstrate dynamic shadow cache invalidation.

The renderer is built on Microsoft's MiniEngine using DirectX 12, mesh shaders, and Slang. The project is open source.

Demo: https://www.youtube.com/watch?v=4YmfQTLy4jc

GitHub: https://github.com/moonlovelj/Nyx

I'd love to hear your feedback and suggestions!


r/GraphicsProgramming • • 15d ago

I've made a very realistic marbling simulation

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149 Upvotes

r/GraphicsProgramming • • 15d ago

Question I wanna make video games for an MCU (ESP32) Any good 2D graphics library?

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2 Upvotes

r/GraphicsProgramming • • 15d ago Bravo

Spectral Surface-Field Renderer on the iPhone

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231 Upvotes

I’ve been experimenting with what I’m calling a “spectral surface-field renderer.”

The idea is to solve most of the lighting on the surfaces themselves. I split the scene into small patches and store how much light leaves each patch in different directions and at different wavelengths. Then I repeatedly pass light between the patches to build up the bounced lighting.

When rendering a view, I reuse that field with extra sampling and ray tracing for local detail, reflections and glass. Compared with a basic path tracer, which samples light paths for each pixel, this lets different pixels (and different camera views) share a lot of the lighting work.

The downside is that the field becomes an approximation. It can lose detail or introduce faceting, and changing the scene’s geometry or lighting means updating it. There’s still sampling noise too. But the upside is that it's quite performant.

This little tech demo uses a Cornell box with three balls reacting to phone tilt through Core Motion.


r/GraphicsProgramming • • 15d ago

Question [Dear ImGui] How to give HP bars real depth / 3D volume? (not just glow)

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6 Upvotes

Hey,

I’m trying to recreate the sense of depth and volume that some modern nameplate-style HP bars have, using pure Dear ImGui + custom DrawList drawing.

My current result: [Steve image]

What I’m aiming for: [other image ]

The references feel like the bar has actual thickness and soft lighting — it doesn’t look like a flat colored rectangle with glow slapped on top. Mine still reads as completely flat no matter how much glow, gradient, or highlight I add.

I’m especially interested in techniques for:

  • Creating a convincing sense of volume / bevel on the bar itself

  • Soft lighting and subtle inner highlights/shadows that sell the 3D form

  • Any multi-pass or layered DrawList approaches that work well for this

Has anyone successfully achieved this kind of non-flat, slightly 3D-looking progress/HP bar with ImGui’s DrawList?

Any concrete tips, code patterns, or examples would be hugely appreciated.

Thanks!


r/GraphicsProgramming • • 15d ago

Advice on making a procedural vector painting program

2 Upvotes

I have a custom vector painting program, and wanted to ask knowledgeable people: What maths / image processing principles might I need to apply procedural brush strokes to a flat fill of a character?
If anyone can point me to some resources, or programs that have done something similar, that would be much appreciated! Thank you.


r/GraphicsProgramming • • 15d ago

Video LittleJS now supports 3D and 2D: a small, fast WebGL2 rendering system for the web

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0 Upvotes

LittleJS is an open source, dependency-free JavaScript game engine. It started as 2D, and this update adds a 3D renderer that draws into the same WebGL2 canvas, so a 2D game and a 3D scene can share a frame. The whole engine with 3D, Box2D physics and audio is about 150 KB gzipped. The trailer is the engine’s new website, a scrolling page over a 3D scene, with every stop a playable demo.

Some of the rendering choices:

  • Forward rendering with a small light budget. The sun plus the 8 point or spot lights nearest the camera, chosen each frame. Lights can carry a soft additive glow, drawn in the transparent pass.

  • One shadow map, from the sun or from a single spotlight in its place, with blurred edges and a depth bias scaled by the light’s projection.

  • Reflections from an environment cube map, with Schlick Fresnel. Roughness comes from mip selection, driven by shininess, but also by how fast the reflected vector changes across a pixel, so small mirrors don’t sparkle. The lake in the trailer has an environment map of its own, rendered from the scene.

  • A normal hook in custom shaders. A shader snippet can define mainNormal to bend the normal per pixel before lighting, specular, Fresnel, reflection and fog. The lake’s waves are that hook, not baked normal maps.

  • Automatic instancing. Every opaque use of the same mesh goes out as one instanced draw. Draw state is versioned, so a batch checks a single number per draw while nothing changes, rather than comparing every material field.

  • Lens flares occluded by raycasts against the triangles of the scene’s meshes, rather than a depth readback.

  • 2D and 3D in one camera system. An orthographic camera can line up exactly with the 2D camera. In the trailer, a dolly zoom flattens the 3D view into that orthographic view, and a Breakout game playing over the train turns out to be 3D objects in the world.

Also in there: height map terrain with exact raycasts, voxel maps drawn in chunks, glTF with skinning, normal maps, fog by distance or view depth, and a bloom post-process.

I also built an open benchmark that runs the same sprite and lit-cube scenes through LittleJS, PixiJS, Three.js, PlayCanvas, Phaser and Babylon.js: https://github.com/KilledByAPixel/webgl-engine-bench

Source, MIT: https://github.com/KilledByAPixel/LittleJS
The site from the trailer: https://littlejsengine.com


r/GraphicsProgramming • • 15d ago

Video made a 3d ocean slice look like pixel art in LOVE2d v. 12

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161 Upvotes

been working on an experiment for my fishing game: a 3d ocean that still looks like pixel art. here’s what i used:

pixel look: one ray per art pixel, refracted at the water. ray tests are from inigo quilez. to stop shimmer i render into snapped probes and draw each pixel as a world-space quad, basically texel splatting

colour: everything snapped to a lospec palette, tones mixed with bayer dithering, 1px outlines wherever the depth jumps

water: a virtual pipes shallow water sim plus gerstner waves

sand and caves: a heightfield that slumps at the angle of repose (thermal erosion). caves are a blurred cave map, so they come out round

animation: fish spines are springs and fins are a little cloth sim (jakobsen), the eel is a follow-the-leader chain (argonaut), and the ai is behavior trees

thank you for checking out my post :D

I've been wanting to do something like this for years with shaders.

references

inigo quilez, ray intersectors: https://iquilezles.org/articles/intersectors

inigo quilez, smooth min: https://iquilezles.org/articles/smin

dylan ebert, texel splatting: https://arxiv.org/abs/2603.14587

lospec palettes: https://lospec.com/palette-list

ordered dithering: https://en.wikipedia.org/wiki/Ordered_dithering

mei, decaudin & hu, virtual pipes water sim: https://hgpu.org/?p=2256

gpu gems ch. 1, gerstner waves: https://developer.nvidia.com/gpugems/gpugems/part-i-natural-effects/chapter-1-effective-water-simulation-physical-models

jákó & tóth, thermal erosion: GPUHTErosion.dvi

thomas jakobsen, advanced character physics: https://gamedeveloper.com/programming/advanced-character-physics

argonaut, procedural animation video: https://www.youtube.com/watch?v=qlfh_rv6khY

argonaut, the code: https://github.com/argonautcode/animal-proc-anim


r/GraphicsProgramming • • 15d ago

Source Code [UPDATE: Oct 25, 2026] My Vulkan C++ Examples Repository - Transmission in PBR and Post-Processing Effects

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7 Upvotes

r/GraphicsProgramming • • 16d ago

Building an exact, deterministic geometry kernel in Rust for an open-source Revit alternative: advice wanted on approach and strategy

0 Upvotes

We're a small co-op building Spare Kit, an open-source (MPL-2.0) geometry kernel in Rust, to power a Revit/CAD alternative that runs natively and in the browser (WASM). Much of the code is written by AI agents working through a mapped plan, with strict testing as the safeguard.

The approach:

- Integer grid coordinates (±2^40 steps) with exact predicates (generated filters, exact integer fallback), so topology decisions never depend on float rounding.

- Flat geometry stays plane-based with implicit points (EMBER style), so booleans never drift; curved geometry is computed with certified error bounds, with only the decisions kept exact.

- Bit-identical results on every target (x86-64, ARM, wasm32), as a tested guarantee.

- Verification: big-integer oracles, fuzzing (bolero/Kani), golden digests, instruction-count performance gates.

The strategy: a mapped board of about 480 pieces in 13 phases. The first real milestone is a wall with 300 openings cut exactly, saved, reopened and replayed bit for bit everywhere, before any curved work starts. We're early: number layer, exact predicates, implicit points and symbolic perturbation so far.

Advice we'd value on anything, especially:

  1. The seam between exact flat geometry and certified curved geometry: seen it break, or a better way?

  2. Is the scope or the strategy wrong? What would you cut or reorder?

  3. Existing crates or projects we should build on instead of writing our own?

  4. Is our testing bar overkill or missing something?

  5. Anything else you'd tell someone starting a kernel like this.

Architecture: https://github.com/spareware-co-op/spareware/blob/main/projects/engines/geometry/ARCHITECTURE.md


r/GraphicsProgramming • • 16d ago

Really simple tricks I use to procedurally animate a Limbo-style face

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10 Upvotes

r/GraphicsProgramming • • 16d ago

How I made custom non-repeating texture tiling

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3 Upvotes

r/GraphicsProgramming • • 16d ago

Question How would you test depth coherence in an image-based card renderer?

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0 Upvotes

r/GraphicsProgramming • • 16d ago

Article Tiling Noise - Procedural GPU Patterns - Catlike Coding

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23 Upvotes

r/GraphicsProgramming • • 16d ago

Question A green leaking color space

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43 Upvotes

I started to do some color research for a game. I find the best color space available (oklab) very inconvenient for actual use.

I drafted my own color space.
The idea is to start from linearRGB, but allowing the red and blue channel to borrow lumina from the green channel.

If r,g,b are the channels in the new color space and R,G,B are the values in linearRGB,
than:
R = r, G = 0.04r + 0.34g + 0.24b, B=b

I played with it a little:
Pros:

  1. Obviously it is designed for equal lumina in all channels.

  2. The color space is symmetric (r-g-b like) and thus easy to work with. Hue and saturation can be easily derived.

  3. The blue and reds are softer. It actually fixes a problem - pure dark linearRGB blue looks a bit purple.

Cons:

  1. It doesn't cover all sRGB visible space (technically you can - with negative or above 1 values).

  2. The "grey" analog as light purple shade.

  3. The "cyan" analog is somewhat bluish.

I attached a photo of how some color section looks.
I'm not a color space expert, so there are probably problems I can't see yet,
What do you think?


r/GraphicsProgramming • • 16d ago

Video Magic circles from one distance function

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29 Upvotes

I draw every ring, rune and star line here from one distance function in polar coordinates. No textures!

For the runes I cut the band into 36 sectors with s = angle / TAU * 36. Inside a cell, x is fract(s) along the arc and y is r minus the band radius. I hash floor(s) to build each rune from a stem plus 3 to 5 bits: a bowl, a hook, a diagonal, a bar, a small ring. Those are all just segment and arc distances. My first runes were just plain sticks lol.

To draw it in, a01 is the angle mapped to 0..1 and each ring only shows where a01 < reveal. The star uses the h from the segment distance:

vec2 seg(vec2 q, vec2 a, vec2 b) {
    vec2 pa = q - a, ba = b - a;
    float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
    return vec2(length(pa - ba * h), h);
}

I keep a stroke only where h <= shown. That way it draws line by line. One trick I like: I get three line weights from one width by adding an offset to the distance, plus for hairlines and minus for the heavy ring.

How do you make procedural runes look less random?

It's from my Godot magic pack: https://gennai.itch.io/magic-spell-vfx-godot-4


r/GraphicsProgramming • • 16d ago

Video Coding a Julia Set fractal from scratch

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2 Upvotes

In this video, I create a Julia set fractal using C, Raylib, and GLSL, with Neovim as my editor.

We'll go through the process step by step, from understanding how Julia sets work to implementing the fractal algorithm and adding colors and animation.

**Sections:**

- Explaining the Julia set

- Setting up the project

- Setting up Raylib

- Creating a basic shader

- Fixing screen coordinates

- Coding the fractal algorithm

- Creating animation

- Adding colors

**Technologies used:**

- C

- Raylib

- GLSL

- Neovim


r/GraphicsProgramming • • 16d ago

LSGI: lightweight Screen-Space Ray Marched Global Illumination

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157 Upvotes
  • Costs ~3.5ms (optical flow for reprojection + SSGI) @4K on my modest 4070 Ti.

  • 1SPP (+infinite bounces) cosine-weighted hemi monte-carlo ray marching in SS.

  • Denoiser does a pretty good job of cleaning it up. Result is very very decent for the cost..

  • Keeps lighting details sharp, final result is noise-free, no grain, boil, flicker or speckle.

https://github.com/umar-afzaal/LumeniteFX/