RTGI

PROJECT SUMMARY

Goal:

Implement an RTGI system and port it to all platforms that support hardware ray tracing.

Team Size:

Solo project

Platforms:

PS5, XBOX, PC, Mac, iOS, Android, Steam Deck

Implemented Features:

  • Analytical sky shading model for more accurate GI

  • Normal texture generation from depth

  • Single pass depth hierarchy from FidelityFX SSSR

  • Screen space ray marching for evaluation of screen space GI

  • Single bounce hybrid ray tracing for diffuse GI

  • Multi-bounce GI with probe volume cascades

  • World and frustum GPU hash implementation for samples accumulation

  • Denoising with reprojection and a weighted blur

  • Spatiotemporal reservoir sampling based on ReSTIR GI

  • In-flight motion vectors for animated objects

  • No G-Buffer - a fully Visibility Buffer adapted approach

About this Portfolio

Welcome to my portfolio website! I'm Andrei Bazzaev, a game developer and graphics programmer. Check out my projects and other parts of my portfolio to see my skills and experience.

I'm currently seeking an internship, so feel free to contact me with any opportunities. Thank you for visiting!

SOCIAL

LinkedIn

Shadertoy

Itch.io

GitHub

Email: bazz0205@gmail.com

Phone: +31615426315

NEWSLETTER

Created with ©systeme.io