Maybe I'm wrong, but the terminology isnt that clear. Path tracing is a sub field of Ray tracing - Ray tracing refers to the camera into scene Ray generation. What he describes as raytracing sounds like the whitted recursive algorithm.
Path Tracing vs. Ray Tracing (2016)
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Re: Path Tracing vs. Ray Tracing (2016)
#12A bit outdated, and not entirely accurate, at least for film VFX... This bit: > but until path tracing times are measured in minutes per frame, as opposed to the hours or days they are now, ray tracing (or rasterization, especially micropolygon rasterizers like the one powering RenderMan) remains the better option for many classes of rendering tasks. wasn't even true in 2016 - RenderMan (PRMan) 19 added a pathtracer…
http://on-demand.gputechconf.com/siggraph/2018/video/sig1813...
Re: Path Tracing vs. Ray Tracing (2016)
#13Maybe I'm wrong, but the terminology isnt that clear. Path tracing is a sub field of Ray tracing - Ray tracing refers to the camera into scene Ray generation. What he describes as raytracing sounds like the whitted recursive algorithm.
A notable example of that usage:
> When somebody says "ray tracing" it could mean many things. What I am going to describe is technically a path tracer ~ "Ray Tracing in a Weekend" by Peter Shirley
Re: Path Tracing vs. Ray Tracing (2016)
#14Maybe I'm wrong, but the terminology isnt that clear. Path tracing is a sub field of Ray tracing - Ray tracing refers to the camera into scene Ray generation. What he describes as raytracing sounds like the whitted recursive algorithm.
Ray tracing = ray casting from the camera and where an object intersects trace rays (with ray casting) to light sources and reflective materials (Turner Whitted).
Path tracing = ray tracing but when you hit an object start ray casting from that point as bounce and gather all energy so you can send it back to the camera (James Kajiya ?).
So to me path tracing is just a method (extension) of ray tracing.
Re: Path Tracing vs. Ray Tracing (2016)
#15How about realtime on a consumer PC ;)
http://www.pouet.net/prod.php?which=69642
http://www.pouet.net/prod.php?which=75720
To make things clear, these 4k intros are not at all representative of what is done in the film industry. It is made possible by using very simple mathematical shapes (a sphere or 8 cubes). But that's still bonafide pathtracing.
Re: Path Tracing vs. Ray Tracing (2016)
#16Re: Path Tracing vs. Ray Tracing (2016)
#17Re: Path Tracing vs. Ray Tracing (2016)
#18> It also requires light sources to have actual sizes, a bit of a departure from traditional point light sources that have a position but are treated like an infinitely small point in space
You don't wait for the ray to bounce into a light. Lights are typically sampled directly at each bounce point in a path tracer. If you waited for the beam to hit a light it would take a crazy amount of time (100k+ samples for complex scenes) to converge.
> how far you can trace them before giving up
You can use Russian roulette techniques to get unbiased sampling of arbitrary length paths.
> The crux of the problem is that with a path tracer you are locked into an all or nothing approach...
There's many more subtleties into getting convergence than simply 'tweaking quality settings', eg. volumetrics, types of lighting, types of material, denoising etc. Also it's MUCH more difficult to get a realistic result with simple raytracing than the author says.
> is it the future of high quality offline rendering?
Pathtracing has been used for almost all offline VFX rendering for a very long time now (although there's some new interesting developments in using rasterization for production now)
Re: Path Tracing vs. Ray Tracing (2016)
#19Is there a reason that a Path Tracer doesn't just start with a quick Ray Trace and then layer the extra paths on top of it? I've seen the effects mentioned where you limit bounces of a Path Tracer and the resulting image looks grainy. Why not start with a Ray Trace and blend a limited Path Trace on top? I would guess that even a full resolution Ray Trace blended against a quarter resolution Path Tracer with a high bo…
Re: Path Tracing vs. Ray Tracing (2016)
#20I wonder, will we ever see (or is there already) the equivalent of a game engine on a chip? Like a ray-tracing rendering pipeline, where the polygons of a scene (and the position of the observer) are directly sent via a low-level API to the GPU and then it returns an image.
The full rendering pipeline is much more than just finding ray-triangle intersections. It also involves material BRDFs/BSDFS (reflection/scatter properties), volumetric effects (fog, liquids, etc), motion-effects such as blurring, etc. Depending on what you are rendering, the render pipeline be vastly different from application to application.
I think most production path-tracers are still primarily CPU-based, which would be because of the required flexibility.