AMD Capsaicin Graphics Framework Out Now, Includes GI-1.0 Real-Time Solution

Alessio Palumbo
AMD Capsaicin Framework

Today, the GPUOpen website was updated with the new AMD Capsaicin graphics rendering research framework based on Microsoft's DirectX12 API.

AMD Capsaicin (not to be confused with the GPUs released around seven years ago) is a graphics rendering framework designed to encourage fast prototyping of new features. Its core principle includes creating simpler abstractions of common rendering operations so that game developers may focus on writing algorithms instead of having to deal with complex API specifics.

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The framework is based on a modular design to better support multiple concurrent developers and research implementations. AMD Capsaicin's 1.0 release includes several HLSL functions for material sampling, light sampling, spherical harmonics, and more. There are also several common rendering techniques like TAA, SSGI, Tone Mapping, and Ambient Occlusion, among others.

The most interesting feature by far currently available in the AMD Capsaicin framework is the GI-1.0 real-time global illumination solution, based on the paper A Fast Scalable Two-Level Radiance Caching Scheme for Real-Time Global Illumination (Guillaume Boissé, Sylvain Meunier, Heloise de Dinechin, Matthew Oliver, Pieterjan Bartels, Alexander Veselov, Kenta Eto, Takahiro Harada).

The main goal of GI-1.0 is to use additional lighting structures to reduce the sample rates for ray tracing and thus improve performance. The two-level scheme caches the radiance and uses it for sampling. AMD Senior Graphics Programmer Guillaume Boisse explained in this GDC 2023 presentation:

Screen probes are our first level of caching. They position directly onto the primary surfaces and only onto the primary surfaces. They cache the incoming radiance across the hemisphere, and they're high fidelity simply by virtue of the fact that we have many probes.

Then the hash cells, they're the second level of caching. They're positioned anywhere in the world. They cache the reflected radiance for a given direction. They're far less detailed than the screen probes, but they're stable and persistent, so it's a nice complement.

The paper also includes performance figures for GI-1.0. The rendering time cost in AMD's tests ranges from 1.932ms to 3.124ms on an AMD Radeon RX 6900 XT GPU.

GI-1.0 was also implemented as an Unreal Engine 5 plugin so the engineers could compare it with UE5's Lumen renderer. That said, the UE5 integration is still incomplete due to the engineering effort to accurately evaluate UE5's material system.

The AMD Capsaicin graphics rendering framework lets users switch between renderers. In this version, a reference Path Tracer renderer is available in addition to GI-1.0.

Alessio Palumbo Photo

About the author: With over two decades of experience in gaming journalism, Alessio Palumbo has led the gaming vertical at Wccftech since August 2015. He started working at a young age for Italian websites like Everyeye.it, Gamestar.it, Nextgame.it, and Multiplayer.it before kickstarting the indie English-language publication Worlds Factory as its founder and Editor in Chief. In the last decade, he has coordinated the overall output of Wccftech's gaming section, managed PR relations, assigned reviews, produced daily news coverage, edited gaming content as needed, and delivered game reviews. Arguably, his trademark content is the long series of exclusive developer interviews that have been cited by Wikipedia and by the biggest news media and gaming publications. His passion for technology also makes him knowledgeable when it comes to gaming hardware and tech. His favorite genres include RPGs, MMORPGs, and action/adventure games.

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