Announcing Microsoft DirectX Raytracing
51–60 of 235 posts
Re: Announcing Microsoft DirectX Raytracing
#52Also dont forget to link the SDK: http://forums.directxtech.com/index.php?topic=5860.0
Re: Announcing Microsoft DirectX Raytracing
#53Graphics 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.
In the days of ML based AI, seeing raytracing + revolution is both refreshing and funny :)
Edit: Yeah, NVidia actually just announced a big project on that exact subject: https://www.youtube.com/watch?v=jkhBlmKtEAk
Re: Announcing Microsoft DirectX Raytracing
#54Earlier quoted context omitted.
Is that even released yet? Or demo-able? I thought it was just "in progress" for ages?
Today is the day: https://m.youtube.com/watch?v=6xE3J56pabk
Re: Announcing Microsoft DirectX Raytracing
#55https://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…
Even in AAA games of today with amazing graphics, I still see polygons in cylindrical, conical and round objects (I'm not talking about raytracing but regular rendering). Everything looks so realistic, but a well or bucket [1] or some other cylindrical object you encounter looks not round but faceted, breaking the suspension of disbelief. Raytracing may bring more roundness, but why not quadratic surfaces or some oth…
Something like tessellation [1] can be used to dynamically tune how many subdivisions to give a model based on certain parameters, such as camera distance.
[1]: https://en.wikipedia.org/wiki/Tessellation_(computer_graphic...
Re: Announcing Microsoft DirectX Raytracing
#56Raytracing is sort of like nuclear fusion: a few years away for my entire life. Not clear what changed yet.
Well I imagine today’s GPU would be more than capable of doing an amazing looking game at 320x240 or maybe 640x480 at a reasonable frame rate. The problem is at this point people want it at 1080, 4k or 8k.
Rasterization has improved a lot over the years, so the meaning of "raytracing" has to improve to be competitive.
Re: Announcing Microsoft DirectX Raytracing
#57The 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
#58Re: Announcing Microsoft DirectX Raytracing
#59Earlier quoted context omitted.
Today is the day: https://m.youtube.com/watch?v=6xE3J56pabk
Has Octane 4 really been released? I see the demo video, but going to the website, everything is talking about Octane 3, not 4. Even the purchase page says "Octane 4": https://home.otoy.com/render/octane-render/purchase/
https://render.otoy.com/forum/viewtopic.php?f=7&t=66014
And in their facebook group:
https://mbasic.facebook.com/groups/138694999640920?view=perm...
Re: Announcing Microsoft DirectX Raytracing
#60The 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…