Live data from Hacker News

Announcing Microsoft DirectX Raytracing

blogs.msdn.microsoft.com

51–60 of 235 posts

Re: Announcing Microsoft DirectX Raytracing

#53
post #2

Graphics 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 :)

Actually, raytracing is a domain with strong potential for AI, as there is a lot of work using ML models to de-noise ray-traced scenes in real time.

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

#54
post #48

Earlier 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

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/

Re: Announcing Microsoft DirectX Raytracing

#55

https://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…

I think that's just a matter of how many subdivisions/polygons they decide to devote for those assets. For example, that bucket is pretty inconsequential in the overall scene so they can save some polygons on it, to give more toward something like a character or weapon model that is more prominent, more of the time, since more polygons means higher storage and computational requirements.

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

#56
post #21

Raytracing 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.

The goalposts have also moved in terms of quality. Raytracing these days no longer just means point light sources and mirrors, but full global illumination with bidirectional path tracing.

Rasterization has improved a lot over the years, so the meaning of "raytracing" has to improve to be competitive.

Re: Announcing Microsoft DirectX Raytracing

#57
post #7

The 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…

If raytracing is practical you don’t need to deal with the limitations imposed by the tricks used by current renderers. All this faking has a price too.

Re: Announcing Microsoft DirectX Raytracing

#58
post #48

Earlier 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

"The Future of AI and GPU Rendering"

I've used Octane and I think what they are best at is hype.

Re: Announcing Microsoft DirectX Raytracing

#59
post #54
post #48

Earlier 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/

Well, here's the announcement on their forums:

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

#60
post #7

The 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…

Non-3D artists should note that “Physically Based Rendering” or PBR is merely a standard for defining materials. It is becoming something of an industry standard in real-time and offline rendering workflows. From a real-time(games) perspective, PBR represents a leap up in realism but from an offline(VFX) perspective, it offers no improvement in realism, and often a downgrade from past norms if implemented with no additional efforts. For someone using offline rendering, [EDIT: As per pxl_fckr’s comment, I must be short on some history of PBR. I stand corrected.]
Post reply on HN