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luminosity by bypass [web]
[nfo]
screenshot added by 🎀𝓀𝒶𝓃𝑒𝑒𝓁🎀 on 2024-10-08 10:38:56
platform :
type :
release date : october 2024
release party : Deadline (Berlin) 2024
compo : pc 64k
ranked : 4th
  • 22
  • 5
  • 0
popularity : 53%
 53%
  • 0.81
alltime top: #14203
  • rtz rtz [3d, direction, music]
  • warp warp [code]
  • supah supah [synth, animations, code]
added on the 2024-10-08 10:38:56 by 🎀𝓀𝒶𝓃𝑒𝑒𝓁🎀 🎀𝓀𝒶𝓃𝑒𝑒𝓁🎀

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pathtracing! and nice design! and webgpu 64k with minifier! and web synth! LETS GO!

Interested in the pt tech 🤔 Is it screenspace or analytic intersections? What denoiser did you use? SVGF?

Looking forward to more :)
rulez added on the 2024-10-08 11:15:49 by wrighter wrighter
nice one
rulez added on the 2024-10-08 12:00:41 by hollowone hollowone
Absolutely lovely!
rulez added on the 2024-10-08 12:33:53 by Olympian Olympian
WebGPU pathtracer with denoiser, cool! The music and scene are tedious.
added on the 2024-10-08 12:33:56 by 0b5vr 0b5vr
The scene.org version (party version) of the intro unfortunately requests a "low power" GPU. (Forgot to change it before submitting the entry.) On anything that has more than one GPU (i.e. laptop) WebGPU will therefore choose the low end/integrated GPU for rendering. Please use the version at the following url, which properly requests the "high performance" GPU.

https://unik.de/download/bypass-luminosity.zip

When trying to run this on Linux you might be better off with the party version, though. Chrome's WebGPU support on Linux is still somewhat wonky with Nvidia cards - at least from what I experienced so far (and which was the reason to request the low power GPU on my machine in the first place).

Lastly, the intro won't run on Firefox yet. Firefox' support for WebGPU improved during the past months, but they are still not yet supporting indirect compute dispaches, which our code heavily relies on. Should just be a matter of time..
added on the 2024-10-08 20:11:34 by warp warp
Nice intro!
rulez added on the 2024-10-08 22:15:53 by bitl bitl
@warp unless Chrome added multi-gpu support to chrome, this flag does nothing. Last time I checked an year ago, they still hadn't added it, so the GPU Chrome was set to use when starting will be the one used (the slow one by default on laptops).
added on the 2024-10-08 22:19:06 by wrighter wrighter
You seem to have some really cool tech in there. I'd be curious to hear more details about what's under the hood.

While I'm not familiar with WebGPU, I've been told hardware ray tracing is not exposed yet, so I assume this is path tracing done in compute shaders, with some denoising. Maybe some reservoir resampling in the mix as well?

It's a pity that mood wise, this didn't quite work at the demoparty. I still expected it to win the compo.
rulez added on the 2024-10-09 01:11:56 by Zavie Zavie
Wow. That’s really nice. Should have won for sure.
rulez added on the 2024-10-09 11:20:17 by nytrik nytrik
@wrighter @zavie The intro does not use any RTX or other APIs (e.g. OptiX). As far as I know WebGPU does not yet support the raytracing part. Rendering is done in a couple of compute shaders, with a final fragment shader for postprocessing (applying glow, gamma etc) and blitting. We are path tracing 1 SPP with 5 bounces, but most of the time don't get that far due to RR. The path tracing follows a "wavefront" style pipeline, i.e. no single "megashader" that does everything. In terms of geometry we are only intersecting triangles. (Meshes for primitives are generated CPU side. Letter meshes are embedded intro data.) We did analytically intersect primitives at some point in time too, but trimmed it down to triangles only. I felt this is most versatile and keeps the pipeline uniform/simple. (Might have been better to keep it, now that there are basically just primitives.) All objects are dynamic per se even though we had very few animations in the intro. Lights are sampled via RIS (resampled importance sampling). We tried different approaches (e.g. stochastic light cuts), but RIS hit the sweet spot for complexity/size/quality. Material bsdf is standard microfacet for reflection/refraction (Walter et al) blended with simple diffuse (even though I think it does not show in the intro). MIS weights contributions between light and material sampling. During shading stages we render an additional attribute buffer (like a g-buffer) for later filtering, which is done via SVGF. SVGF unfortunately blurs reflections/refractions unpleasantly and introduces ghosting. We improved that for pure specular reflections, where we can provide noise free attribute buffers (which SVGF needs). Refractions still suffer, because they are sampled stochastically (only 1 ray). This was the first 64kb in a long time for us and generally a first for me utilizing path tracing, so I guess there is much to improve and learn. Criticism/suggestions/ideas are welcome!

@wrighter I can report that I'm seeing differences when switching the WebGPU power preferences. My machine has an integrated Intel and a dedicated Nvidia GPU. When I request the "low power" adapter the integrated card will be utilized by Chrome. Specifying no power preference or requesting with the "high-performance" flag, I seem to be getting the dedicated GPU, which then unfortunately fails when initializing the view from the context's texture. (It works with the high performance setting if I'm just running the compute shaders and not present via the swap chain.) webgpureport.org shows the two GPUs plus a fallback adapter at least in Firefox. Devs on the WebGPU mailing list said that WebGPU on Linux wasn't a major priority. :(
added on the 2024-10-09 11:23:59 by warp warp
Nice.
rulez added on the 2024-10-09 11:56:20 by archy archy
Pretty af! The letters were a nice touch.
rulez added on the 2024-10-09 12:44:32 by chavez chavez
Nice, just RIS, not full on restir with visibility info/reservoir merging?
Very cool idea to do indirect dispatches to get RR to actually improve performance.

It's good to hear that chrome finally supports multi-gpu setups! No need to explain to people how to force their browser to use dGPU.

I personally quite liked the design and colours. Also liked the music - had a late 90s vibe with the melodies :) although it did sound a bit lo-fi on the lead synth. Surprised it ranked 4th. Was my favourite.
added on the 2024-10-09 12:49:54 by wrighter wrighter
I like this a lot.
rulez added on the 2024-10-09 12:54:52 by seρρjο seρρjο
I missed you and Bypass flow/vibe. Despite not being exactly sure how to even define it. My compo winner by heart.
rulez added on the 2024-10-09 12:54:58 by rp rp
I like the style overall. Huge bonus for WebGPU usage!
rulez added on the 2024-10-09 13:08:26 by tomkh tomkh
Very enjoyable style. Reminds me of a lot of prods around the turn of the millennium, in the best way.
rulez added on the 2024-10-09 13:47:14 by Preacher Preacher
Kudos for the tech and the choice of platform! I thought the scenes themselves were a bit uneventful, so I hope the same tech will be used for something a bit more exciting next time. Still very nice though, and it is baffling to me that this didn't rank higher.
added on the 2024-10-09 14:32:49 by sagacity sagacity
Style.
rulez added on the 2024-10-09 16:59:37 by darya darya
bps quality!
rulez added on the 2024-10-09 18:09:12 by a-move a-move
Not exactly easy on the eyes and ears with the amount of blurriness and raw oscillators, I don't think the scenes make the most of the tech (which may well be impressive), and you'd think after 20 years you learned that you should never your first and last key in a camera path ;) But overall I'm just happy to see you guys again.
added on the 2024-10-09 20:10:03 by Gargaj Gargaj
Sind wir Einstein?
rulez added on the 2024-10-10 13:41:10 by SiR SiR
A cool ambient style demo.
The style reminds me of "replay" and your previous work "kardiogramm".
The path tracing felt a bit underpowered due to the simple background, but it still looked pretty good.
rulez added on the 2024-10-10 15:31:57 by got got
We rendered a converged version (256 spp) of the intro:

https://www.youtube.com/watch?v=KrE181wamdo
added on the 2024-10-11 22:04:54 by warp warp
Yeah, torn on this one. Definitely a thumb up for the tech but I concur with ob5vr - it was a hard watch.
rulez added on the 2024-10-13 16:29:14 by kb_ kb_
this was very, very good. as a non-coder i don't understand the tech, but i can see that it's something intricate. i liked the music very much, and also the visuals - with a pallette that borders on the ugly but gets "saved" by good colour combinations in every single scene.
really happy to see you guys back! and very proud to have my ascii in the nfofile of this particular release. =)
rulez added on the 2024-10-17 18:58:23 by dipswitch dipswitch
Great
rulez added on the 2024-10-19 12:06:31 by Frequent Frequent
it's bold and colourful and oh so sexy! I love it! Would've easily taken a top3-spot in one of the previous years.
rulez added on the 2024-10-29 21:25:45 by v3nom v3nom
Colors!
rulez added on the 2024-10-29 22:55:05 by gaspode gaspode
have to appreciate seeing path tracing in an intro! but it's really suffering in real-time at 1spp. SVGF can't really cope especially when you're giving it just about its worst case to deal with (semi-rough reflective surfaces).

i'm a bit torn - because i like the tech, but not how it ends up on screen.
you could achieve rendering what you actually see on screen better without using brute force 1spp PT+denoise - e.g. a mirrored reflection+blur would work better; and the scenes don't make the best use of 1spp PT+denoise either (diffuse surfaces would have been kinder). and the scenes are quite simple - a triangle-based tracer that mainly ends up rendering primitives.

i bet the next one you do with the tech is a big step up.
added on the 2024-10-30 16:00:55 by smash smash
beautiful. lovely track.
rulez added on the 2024-11-17 18:23:13 by kimi kardashian kimi kardashian

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