Home

May 21st, 2020

HighOmega v3.02 is here!

UPDATED: June 18th, 2020

 

I encourage you to try it out by getting it from GitHub and leaving your feedback on reddit. This will be the last release of this demo before an upcoming game. (fingers crossed!)
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! :)

What a way to start posting for the new year!
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:

 

Cheers,
Baktash
 

June 24th, 2019

We're in the Graphics Programming Weekly! Woohoo!

 

Grab your issue right here! :)

 

Wanna know why everything is so special this time? Check this video out :)

 

Woohoo!
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.

 

If you liked the demo don't hesitate to get in touch.

Until next time,
Baktash

About

Est. 2010. Toronto, ON, Canada. Working on cool stuff ever since.

Academic

 

Toronto ACM SIGGRAPH Tech-Talk

September 29th, 2015

This talk detailed the OpenCL-based fluid simulator in HighOmega v2.0.
You can download the presentation here: FluidSimPresentation.rar. Here are all the builds used to generate the presentation videos in a single package: HighOmegav2.000007_Public_SmokeSimOnly.rar
 

i3D 2018 Poster

May 15th – 18th, 2018

This technique is the foundation behind HighOmega v3.0's light-transport based rendering pipeline. It allows for denoised path traced graphics irrespective of whether or not raytracing hardware is present.
The initial abstract when submitted: Voxel-based Hybrid Pathtracing with Spatial Denoising
The final poster: i3D 2018 poster
The technique as of HighOmega v3.0 release: Technical reddit post here or here

Partners

 

From february 1st, 2016 to September 30th, 2017 TooMuchVoltage Software Inc. was responsible for extending and maintaining BigData and Machine Learning cloud infrastructure for one of Autodesk Research’s projects. We are proud to have retained our collaborative relationship with Autodesk Research to this day.

* The Autodesk logo is a registered trademark of Autodesk Inc.

Portfolio


(Aurora features Triangular noise
by Nimitz!)
 

HighOmega v3.0 is available for download here
 

HighOmega v2.0

 

 

HighOmega v1.0

 

 

Shadertoys

 

 

Downloads

 

 

Contact

 

Get in touch:

business(-related) inquiries only.