Announcing Microsoft DirectX Raytracing
blogs.msdn.microsoft.com
Announcing Microsoft DirectX Raytracing
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Re: Announcing Microsoft DirectX Raytracing
#2Re: Announcing Microsoft DirectX Raytracing
#3Graphics programmers have been predicting this revolution for almost as long as I can remember. It's quite exciting that so many of the big players seem to believe it is almost time.
Re: Announcing Microsoft DirectX Raytracing
#4Re: Announcing Microsoft DirectX Raytracing
#5Re: Announcing Microsoft DirectX Raytracing
#6Which is definitely not how raytracing is done if you want to get an image before the end of the world occurs. Rays are traced from the camera, and then back to the light sources. Some amount of pre-lighting can be done by tracing photons forwards from lights, but not the main image generation.
Re: Announcing Microsoft DirectX Raytracing
#7- Soft shadows work in WebGL fairly well using PCSS: https://clara.io/player/v2/8f49e7c3-7c5e-43f0-a09c-33a55bb1b...
- Translucency can be faked effectively using a few different methods. https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042
- Screen space ambient occlusion, if using SAO, is amazing. SAO test: https://clara.io/view/2e1637a7-a41d-4832-923a-e6227d1ebaaa
- Screen space reflections also work. Our reflections are this: https://clara.io/player/v2/b55f695a-8f4a-4ab0-b575-88e3df8cd...
- Fast high quality depth of field: https://clara.io/player/v2/ce7d91ed-1163-4cbc-b842-929adc4ef...
- Real-time global illumination: https://www.siliconstudio.co.jp/middleware/enlighten/en/
So while I think that Raytracing is awesome, it generally will not increase existing real-time render quality that much. My experience with the game industry, even if you have a better way of doing things, if it takes more CPU/GPU cycles that a hack that achieves basically the same quality, it will not be adopted. It is that simple.
Re: Announcing Microsoft DirectX Raytracing
#8Re: Announcing Microsoft DirectX Raytracing
#9The only issue is that a lot of this is already possible in the current renderers at a reduced cost. - Soft shadows work in WebGL fairly well using PCSS: https://clara.io/player/v2/8f49e7c3-7c5e-43f0-a09c-33a55bb1b... - Translucency can be faked effectively using a few different methods. https://clara.io/view/5c7d28c0-91d7-4432-a131-3e6fd657a042 - Screen space ambient occlusion, if using SAO, is amazing. SAO test: ht…
Re: Announcing Microsoft DirectX Raytracing
#10The article says that MS (like everyone else) expects there to be fewer and fewer "fixed-function" features in a GPU with more shifting over to software-defined shader code. But isn't this just an introduction of more fixed-functionality to the pipeline? So what's the advantage of doing it this way versus writing a ray tracer in the current compute shaders?