00:00
Lexie Dostal
2,135 posts
Programmer/Designer & Co-Founder at Gardens (he/him) 🌳
Co-creator of Dustforce.
Portland, OR
Joined January 2013

00:00- [WIP] HXGI - Dynamic Realtime GI for @unity3d Revoxelization working, Copies sparse radiance data from the old chunk into the new one one. Still a lot of work to go, but the systems all coming together.
00:00 - [WIP] Custom realtime 2D GI in @unity3d, Constant performance. Uses material data for bounce lighting and emission color so any light shape is possible. Had a dream about an isometric game. So i made this as a PoC of what the lighting would look like.
00:00 - I would have finished my realtime GI by now, but I spend most of my time throwing around 1000s of glowing objects...
GIF - [WIP] HXGI - Realtime GI solution for @unity3d. Temporally stable Denoiser is starting to look pretty good at 1spp. Ill post a video of it in motion soon.
- [WIP] 2D GI using line sweep. temporal sampling Off/On. Much faster then using a SDF and gives much nicer results.
- First time I've had something to use the Standford bunny on. Realtime voxel traced reflections in @unity3d. Nearly worked out all the bugs.
- [WIP] HXGI - Realtime GI for @unity3d. I got the chunk system working so it can support any volume size. This volume was (4,3,2) of 64^3 sparse voxel chunks.
- Took a stab at a custom implementation of @CasualEffects DDGI in @unity3d after watching his talk. I'm using a voxel grid instead of RTX to handle the ray traces though. Nice results with minimal light bleeding, Pretty fast to calculate as well.
- Expanded @CasualEffects DDGI to calculate real-time reflection probes along side the diffuse light probes. 16x16 pixels for each reflection probe surprisingly goes a long way. #unity3d
- HXGI on/off. I improved realtime voxel traced reflections in my custom GI for @unity3d. they are now physically based.









