Principal rendering engineer at The Coalition. Comments are my own

Seattle, WA
Fun fact: An ambulance alone has 20 light sources. Add in a street full of cars and it adds up! Originally these animating lights were run on the CPU but the sheer light count was too costly. So we made a way for light intensity to be GPU driven making the animation largely free
Replying to @AdrianoGrasso1
And this is my final [PART 3 Lens Flares] Showcasing some real-time video of the work in action. Thanks again to the whole Tech Art / Rendering team to make my job possible at this level. @chriskwallis
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Super proud of the rendering tech we pulled off in Gears of War: E-Day. Getting MegaLights and Nanite where we needed was a huge accomplishment but there's so much more on top of that. Tons of custom tech in the volumetrics, characters, destruction, ray tracing, and lighting
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Added the ability to watch the rays in my path tracer bounce around as an animation. I'm excited about this more from an education POV, I think it helps explain how path tracing works far more easily than I could describe in words
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Iterating on my ray visualizer. Added arrow caps to see ray directionality and UI to tune the ray thickness. I removed the cap on ray count in the bathroom scene and it gets a little crazy. Green = first bounce Yellow = all other bounces Blue = Next event estimation shadow rays
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First prototype of visualizing rays. Fairly simple implementaton: store rays in UAV, then do ray-cylinder intersections in a CS. First bounce is green, second yellow, red for the rest. Shows how dumb my tracer is with very little importance sampling, but it's fun to watch!
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Quick and dirty post on implementing hot shader reload with DXC: wallisc.github.io/rendering/…
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Put this off for too long, hot reload of shaders. Super useful for debugging, using it here to shut off albedo to see indirect lighting in isolation and then preview UVs. Easy to support since everything is done through a single shader and takes less than a second to recompile.
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Support for subsurface material editing! I treat glass and subsurface the same. Glass is just subsurface scattering with 0 scattering events.
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I've avoided making my path tracer an editor for simplicity sake but recently realized how much easier debugging would be with some limited functionality. So here we go, first prototype of material editing
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Been having a lot of fun playing this with my son. The mechanics remind me a lot of the hang glider missions in Pilot Wings but mashed with Kiki's Delivery service
the little witch videogame is released! 📦🧹 enjoy a delivery adventure in a magic island ✨ available now on Steam (Steam deck!) and Nintendo Switch
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Every few months I try and see if I can get the Moana island scene to fit in my path tracer only to give up a few weeks later because it's too damn big. Let's see how far we get this time..
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This is the furthest I've been able to get. 16 million instances loaded at which point the DX12 spec doesn't allow me to put any more into the AS. The scene has 40 million instances total.. And don't even get me started on PTex..
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I love seeing studios share real content like this, had to of course drop these into my path tracer and take a few renders. Exposed a few bugs in my code like the banding that I realize only happens with extreme unit scaling
The release of a new open-source data set, features the map Caldera from Call of Duty: Warzone for non-commercial use. This data set release contains near-complete geometry of Caldera and in-game character pathing. Read more 👇 bit.ly/3yhV8Ax
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Banding issues fixed! Simple case of ray self intersections occurring at large scales. Just bumped up the minimum distance required for an intersection to be considered valid
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A simple but practical use for Pix custom texture viewer. Viewing my path traced output in Pix always shows as pure white because samples are additively combined and divided later by the sample count. I can divide the sample count in a visualizer and preview the raw output!
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Custom texture visualizer!! Been wanting this one for a while!
PIX 2408.05 has been released! It adds custom texture/mesh visualizers support, faster playback, many shader debugging improvements, and a lot more: devblogs.microsoft.com/pix/p…
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My original OpenImageDenoise port only fed in the final output color. I updated it to also feed in albedo and normals and the amount of clarity I get now with just 1spp is insane. About 10% slower on the GPU which is fair considering how much better it is
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Not quite there to a temporally smooth solution yet since OIDN wasn't designed for this and the boiling artifacts are quite harsh but pretty good for 1spp. Curious to try implementing a restir GI and see how close it gets
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Got tired of having to manually fiddle with exposure multipliers so added support for auto exposure. It's not perfect but it's usually in the right ballpark. Default on the left and auto exposed on the right
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