Announcing Microsoft DirectX Raytracing
31–40 of 235 posts
Re: Announcing Microsoft DirectX Raytracing
#32I stumbled across this a year or so ago and was amazed at how the realistic image is built up after rotating. https://home.otoy.com/render/octane-render/
Re: Announcing Microsoft DirectX Raytracing
#33The 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
#34> From each light source within a scene, rays of light are projected, bouncing around until they strike the camera. Which 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.
> Depending on the exact algorithm used, rays of light are projected either from each light source, or from each raster pixel; they bounce around the objects in the scnee[sic] until they strike (depending on direction) either the camera or a light source
Re: Announcing Microsoft DirectX Raytracing
#35Earlier quoted context omitted.
In path tracing ( https://en.wikipedia.org/wiki/Path_tracing ), which is what the VFX industry uses primarily, both directions happen.
Does anyone use path tracing for live renderings? I think that is the question.
Re: Announcing Microsoft DirectX Raytracing
#36https://www.youtube.com/watch?v=LXo0WdlELJk I'm pleased to see that the tech video includes spherical mirrors. As I understand it, all raytracing demos are obliged by universal law to include at least three reflective balls in any promotion of the technology. One day, someone will figure out a game where these super-shiny ball bearings are a critical part of the gameplay, and at that point, raytracing will finally ta…
Re: Announcing Microsoft DirectX Raytracing
#37Re: Announcing Microsoft DirectX Raytracing
#38The 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…
While the above is accurrate I think it's a bit one sided. Physically Based Rendering has become the dominant approach in VFX because it's a huge simplification and productivity boost. Integrating tons of special purpose hacks into one renderer isn't just hard for the renderer devs, the control parameters exposed to artists become an absolute nightmare. Combing the PBR perspective with raytracing greatly simplifies b…
It is sort of neutral on render time for the most part.
In time, I am sure we will be in a raytraced future if GPU trends continue.
Re: Announcing Microsoft DirectX Raytracing
#39https://www.youtube.com/watch?v=LXo0WdlELJk I'm pleased to see that the tech video includes spherical mirrors. As I understand it, all raytracing demos are obliged by universal law to include at least three reflective balls in any promotion of the technology. One day, someone will figure out a game where these super-shiny ball bearings are a critical part of the gameplay, and at that point, raytracing will finally ta…
Raytracing may bring more roundness, but why not quadratic surfaces or some other fast enough to render method of real roundness in rasterizers? It may be expensive (although one surface would replace many polygons...), but it'd solve one of the last remaining uglinesses :)
Re: Announcing Microsoft DirectX Raytracing
#40Graphics 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.
Mostly it has seemed like it's been everyone except the actual graphics programmers.