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November 8th, 2022
Game connection slides!
Hey folks, the slides for game connection are here! Here's your chance to see what you missed: PowerPoint (has notes!) and PDF.Feel free to reach out if you have any questions.

Baktash.
October 5th, 2022
We will be at Game Connection Europe this year!
Surprise, surprise! We will be presenting a sponsored session for SauRayTM at Game Connection Europe this year:Baktash
September 24th, 2022
SauRayTM's in the news! (and other news!)
I actually wanted to make this announcement on our schedule, but got beaten to it by eXputer:TF2: steam://connect/35.92.203.254:27020 Keep an eye on it as updates will find their way on there sooner rather than later. These are fairly exciting times with more exciting news to come. Inviting you to stick with us for the ride! Cordially,
Baktash
May 6th, 2022
An innovation while pushing boundaries in content delivery
So while I was working on pushing more and more content on older hardware (nVidia GeForce GTX 1050Ti), I ended up with a technique that makes visibility buffer/deferred material rendering faster for rendering engines that use visibility buffers/material rendering without a DAIS buffer. One notable example is rendering of Nanite geometry in Unreal Engine 5. Check it out in the graphics programming weekly! UPDATE: turns out I independently rederived Burns and Hunt's original approach with some notable differences:- I do ray-picking on the near plane while they inverse project fragments to get ray directions.
- I also have no need for transforming geometry since all my geometry is post-transform from compute while they still have to transform oriented instances.

Baktash
March 7th, 2022
C.L.A.S.H is still kicking...
The world is going to hell in a handbasket. But I've managed to keep things going for now :)After many months of engine upgrades to support asset streaming and processing via multi-threaded rendering (along with some situational setbacks), I finally have some more updates!
Feast your eyes on a scene of 7.6M triangles, path-traced in post-process using SDF shallow binary LBVHs. The skybox alone is 1M triangles.
The above thread has a link to a rough benchmark and relevant technical details for the curious.Probably the least opportune time for post-apocalyptic scenery, but finally got some free time after a few busy months.
— TooMuchVoltage Software (@TooMuchVoltage) March 7, 2022
There are 7.6M tris in this scene (+1M for the skybox). #SDF #BVH #pathtracing with #irradiance caching for diffuse on a 1050Ti at 240p (upsampled to 1080p). pic.twitter.com/YuRrNiliFh
Here's to hoping the world calms down soon. Cheers,
Baktash
April 16th, 2021
Announcing C.L.A.S.H: Colonial Life-Advancing Self-sustained Hemisphere
After a literal decade in the making, it is finally here:Baktash
January 9th, 2021
NV to KHR ray tracing migration
Firstly, happy new year if I haven't told you this personally! :). If you do ray tracing in Vulkan you might find this write up of mine of immense help :). This will help you move to cross vendor Vulkan raytracing in case your code (still) needs nVidia hardware. It was also featured in the Graphics Programming Weekly - Issue 166 :).Baktash
September 9th, 2020
May 21st, 2020
HighOmega v3.02 is here!
UPDATED: June 18th, 2020
Your feedback is of utmost importance and will be implemented if it is crucial and within reach. Cheers,
Baktash
March 2nd, 2020
Mesh booleans seem pretty popular these days!
UPDATED: March 12th, 2020
And we're back in the graphics programming weekly! :)Click here so you don't miss all the fun. It contains the secret ingredient! ;)
Here's how it looks in-engine (... the reddit post has better quality video though): Cheers,
Baktash
September 24th, 2019
Shadertoy experiments!
So it's been quiet here for a while. And that's because I've been taking a break making Shadertoys :).Already four of them have been featured in Technically Art which makes me very proud!
Check them out here!
Here's a preview for those of you without a decent card:
Baktash
June 24th, 2019
We're in the Graphics Programming Weekly! Woohoo!
Grab your issue right here! :)
Baktash
June 12th, 2019
Announcing HighOmega v3.0: King Mackerel. No RTX? No problem :)
UPDATED: June 28th, 2019
Firstly, welcome to our new website! Feel free to look around. Hope you like what you see. Secondly we just recently released HighOmega's most recent iteration: v3.0 code-named King Mackerel. This release's rendering pipeline mainly relies on denoising path-traced images produced by either RTX or our very own Voxel-based hybrid path-tracing technique described here. This means that having an RTX capable card is not necessary for getting denoised path-traced graphics. Please note that not everything in the demo is path traced: distant geometry, the sky, transmittive surfaces and light shafts use traditional means of rendering. The aurora borealis is built on a special kind of noise called Triangular Noise developed by Nimitz. More details can be found here or here.Baktash