u/Gigaschall1in r/GraphicsProgramming • Recommends
On “Real time raytracing in unreal engine”
I would say that this algorithm is really hard to implement because it is so highly optimized. The algorithm is actually an accumulation of many papers and ideas to achieve a good result. In the SIGGRAPH talk ([video they mention that only 1/2 a ray per pixel can be afforded. But the result looks too noisy, so they go through many hoops and optimizations and clever ideas to get an acutal good looking, denoised result. In my opinion, if you don't want to spend a considerable amount of your lifetime implementing that one feature into your engine, forget it. Try something simpler. You could do something similar. Spawn surfels on your geometry and shoot rays from them and cache the result. The…