September 16th, 2024
Adventures in avoiding DAIS buffers!
Dearest friends and well-wishers, I was delighted to have been invited recently by ACM Games to write this piece, putting a nice bow on my DAIS-related adventures for HighOmegaTM for their web re-launch. Give it a read by clicking below: Or catch a glimpse of it in graphics programming weekly! Couldn't have been a better way to write the year's first blog post (... even if quite late ;D). Cheers,Baktash.
October 18th, 2023
SauRayTM's patent was granted!
Dearest everyone, On the 3rd of October the patent behind SauRayTM was issued in the 40th official Gazette of the USPTO. In fact, we received the notice of allowance for all 20 claims on July 24th without a defense which speaks volumes to the incredible work of the advisory team behind this submission and of course the novelty of the technique itself. Please note that SauRayTM is now open source and available on GitHub under a commercial license. Unfortunately, the patent issue roughly coincided with Valve Software overwriting Counter-Strike: Global Offensive with CS2 and thus breaking our Global Offensive plugin. Currently, only our TF2 and vkQuake 2 plugins work. Once SourceMod2 is available and stable we will port our plugins over. Our most recent technical brief can provide an overview of how the algorithm works and how to best implement it. Don't forget to check out SauRayTM's official website if you find all of this interesting. Cheers,Baktash.
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. This is of course the start of our outreach efforts regarding SauRayTM, so see you at the next event! Cheers,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:
Our session is on Friday, November the 4th at 11AM hosted at the Paris Expo. This will be the first in a series of talks that I'm planning to give on SauRayTM in the coming months. If I've never showcased it to you, here's your chance to see it demo'd live! Hope to see you there. Cheers,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 : I can't say I'm happy with the picture they paint of TooMuchVoltage Software -- i.e. without credibility, obscure -- but at least they covered HighOmega v3.0's release and our DAIS approach favorably which is heartwarming. Since then, I've went public with the technical document behind SauRayTM's patent. There are also new SauRayTM-guarded CS:GO/TF2 servers hosted on the west coast: CS:GO: steam://connect/35.92.203.254:27015TF2: steam://connect/35.92.203.254:27020 CS:GO: Follow Link
TF2: Follow Link 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. Here's to hoping the world calms down soon. Cheers,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
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 :). Cheers,Baktash.
September 9th, 2020
May 21st, 2020
HighOmega v3.02 is here!
UPDATED: June 18th, 2020
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):
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.
About
HighOmega v2.0 is available for download here
HighOmega v1.0 is available for download here
SauRayTM Anti-wallhack
The detailed algorithm is described in our patent application.For a higher-level picture, you can read our publicly available technical brief.
The source code is available here under a commercial license.
Visit the website at sauray.tech.
Artwork
Done in collaboration with Somatone's former Art Division.
Early logo work done in house.
Toronto ACM SIGGRAPH Tech-Talk
September 29th, 2015
This talk detailed the OpenCL-based fluid simulator in HighOmega v2.0.It detailed our challenges with OpenGL interop and overcoming crashes faced with Quadro drivers.
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 technique as of HighOmega v3.0 release: Technical reddit post here or here.i3D 2020 Poster
September 14th - 18th, 2020
This is a replication of CryTek's Neon Noir raytracing technique with improvisation for dense geometry without proxies.Please note that this was based on an early interview and they have since moved on to a different approach.
NV to KHR Raytracing Conversion Guide
January 9th, 2021
Our guide for migrating from NV to KHR raytracing in Vulkan API. Featured in Graphics Programming Weekly - Issue 166.Game Connection Europe 2022 slides
November 8th, 2022
These are our slides from Game Connection Europe 2022 The technical details mentioned within can be found in the technical brief. The source code is available here under a commercial license. Visit the website at sauray.tech .From bitstreams to bunnies: how to go Marie Kondo on the VRAM
May 4th, 2023
Slides for a private presentation at SkyBox Labs on compact data representation
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