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Major upgrades: Same link: xr-need.com/web-features/thr… - 3–5× faster (NMEE caustics off) — MNEE compiles on demand instead of always. - Sharper caustics, ~15% faster — glass-targeted seed fallback lifts grazing-angle coverage 17% → 68%, plus a tuned manifold walk. - 2D-Sobol sampling → −40–80% noise on rough materials - Re-architected the megakernel — 4 MNEE sampling blocks folded into 1 (−6 KB) a slim/full split - Cleaner contact shadows — RT-Gems per-axis ray-offset kills shadow-acne on large/CAD scenes #pathtracing #pathtracer #WebGPU #ThreeJS #khronos
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Studio Lab retweeted
Basketball Arena Now with 50% off along with all other assets on our Fab store. Rendered with Pathtracer in UE5 fab.com/listings/0bad6164-76… #UnrealEngine #Unity3d #Blender
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Jun 12
Replying to @invalid_degen
Glad to see our shaders match the pathtracer so well! How come the our shaders look brighter compared to the pathtracer? Tonemapping?
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Three.js retweeted
Replying to @scottstts @threejs
Different generations of the same idea. three-gpu-pathtracer is the mature WebGL2 fragment-shader PT (excellent work — gkjohnson's three-mesh-bvh also powers my CPU-side BVH build; github.com/gkjohnson/three-m…). Mine is WebGPU compute: raw WGSL megakernel, storage buffers instead of texture-encoded BVH/geometry, tiled time-sliced dispatch. Material path differs too: glTF→MeshPhysical there vs. my own glTF→OpenPBR layer stack (F82 conductor Fresnel, multiscatter energy compensation, coat/sheen/aniso/iridescence/dispersion/volume glass) — white-furnace-validated, 13/13 energy presets in tolerance. Performance: no head-to-head yet, so no rays/sec claims. My focus is convergence per sample: Owen-scrambled QMC blue-noise, NEE/MIS across env punctual emissive-mesh lights, per-pixel adaptive stopping (converged pixels go free). Full-rate raster preview while moving, PT on settle. Runs on iOS Safari 26. Same-scene benchmark with published methodology is on the list.
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Jun 11
How does it compare with three-gpu-pathtracer performance wise?
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A WebGPU compute path tracer built from scratch. Study #2 xr-need.com/web-features/thr… – OpenPBR materials (clearcoat, sheen, anisotropy, iridescence, dispersion, glass) – Full glTF 2.0 KHR extensions – HDRI area punctual lights, MIS everywhere – Physical DoF: double-click focus, real f-stops, hex bokeh – Invisible shadow catcher (colored glass shadows) – No denoiser — raw, converged path tracing – three.js WebGPU @threejs @thekhronosgroup @webgl_webgpu @WebGPU @UploadVR @80Level @mrdoob @bruno_simon @zeuxcg #pathtracing #pathtracer #ThreeJS #gameDev #WebGPU #3D #webDev #gltf
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A WebGPU compute path tracer built from scratch. Study #1 xr-need.com/web-features/thr… - OpenPBR materials (clearcoat, sheen, anisotropy, iridescence, dispersion, glass) - Full glTF 2.0 KHR extensions - HDRI area punctual lights, MIS - three.js webGPU @threejs @thekhronosgroup @webgl_webgpu @WebGPU @UploadVR @80Level #pathtracing #pathtracer #ThreeJS #gamedev #WebGPU #3D #webDev #gltf
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implemented a grid-based acceleration structure for the spectral pathtracer (to replace SDF scene intersection), which allows for huge explicit primitive counts, runtime interactive user edits, and runs >10x faster
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POPX、まさかのPathTracer付属 TouchDesignerでGeometryLightできてちょっと感動
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May 23
I added a path tracing renderer in Manifest3D using three-gpu-pathtracer, because @threejs default renderer doesn't have global illumination for material emission now you can view assets generated by gpt 5.5 in realistic render, the chandelier in dark mode is especially awesome
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apparently its important i make it 100% clear that i used the following libraries in making this software "@xyflow/react": "^12.5.6", "dockview": "^6.0.7", "nanoid": "^5.1.5", "react": "^19.1.0", "react-dom": "^19.1.0", "three": "^0.176.0", "three-gpu-pathtracer": "0.0.23", "three-mesh-bvh": "^0.9.10", "xatlas-web": "^0.1.0", "zustand": "^5.0.3" thanks oss creators who let me tinker away in the evenings
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Replying to @games_inu
Amazing! I don’t see any issue with pathtracer
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Replying to @TheCinesthetic
Unreal has a legit pathtracer - it being a "game engine" isn't the main issue. It has to do with the breakdown of workflows and super rushed production pipelines.
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i’m kinda done with roblox for now, got sm irl stuff going on, but with my previous real-time pathtracer i managed to make FULLY raymarched volumetric clouds using beer’s law! code’s messy as hell, but yeah, first fully volumetric clouds in roblox are here! #RobloxDev #Scripting
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Apr 27
I realised since I have the bvh available, it could be interesting to see the world via a pathtracer. Useful for comparing the game engine lightmapper
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Replying to @stikves @valigo
but how do you explain this simple fact to people who get triggered by hearing the world AI and dont know what a pathtracer or a raytracer actually is
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I just used chatgpt to code a pathtracer and now even the GTX 750 Ti can do it in real time at 500 FPS at 1% gpu usage. But I can't show it to you yet, you're not cool enough
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