I love RTX, but it's so hard to demonstrate it. It doesn't give presence of any "wow!" effect (apart from demos that overdo reflections), it only gives absence of incorrect shadows, and humans are bad at noticing absence of things. Instead of "wow" you get "well, duh, that's how things should look".
Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
111–120 of 169 posts
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#112can someone help me understand what "ray tracing" means in this case? i've read a few technical articles about ray-tracing, but they mostly describe it as a rudimentary (largely outdated) way of achieving 3d effects with relatively little code, and with severe limitations (walls must be orthonormal, changes in elevation require extra work, etc.). i understand ray-tracing at this level (break the view into columns, se…
Roughly speaking, ray tra in techniques are variations on the concept of tracing a ray from the camera back into the screen and seeing where is ends up. The different variations distinguish themselves by what happens at a ray intersection. Classical ray tracing will spawn a shadow ray towards light source. Path tracing will stochastically sample some distribution of ray directions (usually based on a combination of light locations and material properties) in order to do Monte Carlo integration of the rendering equation. There are other variations.
Ray tracing (w/ only shadow rays) doesn't give you global illumination. Path tracing (this work) does.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#113Earlier quoted context omitted.
I thought path tracing was just ray tracing with additional random scatters traced, is it not?
Depends on who you ask, the term is overloaded now. These days, it does tend to mean doing global illumination using ray tracing. Originally, the term “path tracing” was used to refer to taking a single random scatter at every step along a path of connected segments, as opposed to the idea of taking multiple random scatters at a point and averaging them, recursively. It’s a way of thinking of Monte Carlo rendering as…
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#114can someone help me understand what "ray tracing" means in this case? i've read a few technical articles about ray-tracing, but they mostly describe it as a rudimentary (largely outdated) way of achieving 3d effects with relatively little code, and with severe limitations (walls must be orthonormal, changes in elevation require extra work, etc.). i understand ray-tracing at this level (break the view into columns, se…
Ray tracing as used here means simulating light rays bouncing off of objects - it's a high fidelity technique generally not used in games in the past, because it is so slow. https://en.wikipedia.org/wiki/Ray_tracing_(graphics)
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#115Earlier quoted context omitted.
Depends on who you ask, the term is overloaded now. These days, it does tend to mean doing global illumination using ray tracing. Originally, the term “path tracing” was used to refer to taking a single random scatter at every step along a path of connected segments, as opposed to the idea of taking multiple random scatters at a point and averaging them, recursively. It’s a way of thinking of Monte Carlo rendering as…
If I’m not mistaken, for your last paragraph, general visibility tests for lines that does not otherwise involve actual rendering is typically just called ray casting.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#116I love RTX, but it's so hard to demonstrate it. It doesn't give presence of any "wow!" effect (apart from demos that overdo reflections), it only gives absence of incorrect shadows, and humans are bad at noticing absence of things. Instead of "wow" you get "well, duh, that's how things should look".
Path tracing has huge wow factor. The problem with RTX is that on current gen hardware it runs at laughably low sample rates and the result is very noisy even after DLDN. Games are handling this by dialling the amplitude of RTX effects way down and having a smoothing pass. After all that is done, the wow effect is gone and you're just left with a more dynamic version of the same or worse aesthetics that we're already…
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#117I love RTX, but it's so hard to demonstrate it. It doesn't give presence of any "wow!" effect (apart from demos that overdo reflections), it only gives absence of incorrect shadows, and humans are bad at noticing absence of things. Instead of "wow" you get "well, duh, that's how things should look".
Until you ask them whether a scene is a photo or a render. They won't know to look for shadow acne, but they will still make a judgement that includes it. RTX has a few things that we've had for years, but it seems to do a way better job at energy preservation.
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#118can someone help me understand what "ray tracing" means in this case? i've read a few technical articles about ray-tracing, but they mostly describe it as a rudimentary (largely outdated) way of achieving 3d effects with relatively little code, and with severe limitations (walls must be orthonormal, changes in elevation require extra work, etc.). i understand ray-tracing at this level (break the view into columns, se…
What you are describing sounds more like ray casting than ray tracing. Ray casting is the old Wolfenstein 3D look: https://en.wikipedia.org/wiki/Ray_casting Ray tracing is what Pixar uses for Toy Story, Monsters Inc, etc... https://en.wikipedia.org/wiki/Ray_tracing_(graphics) And then the new hotness for offline rendering is Path Tracing, which is a form really good but really hard to accelerate form of ray tracing:…
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#119can someone help me understand what "ray tracing" means in this case? i've read a few technical articles about ray-tracing, but they mostly describe it as a rudimentary (largely outdated) way of achieving 3d effects with relatively little code, and with severe limitations (walls must be orthonormal, changes in elevation require extra work, etc.). i understand ray-tracing at this level (break the view into columns, se…
Re: Quake II RTX: Re-Engineering a Classic with Ray Tracing Effects on Vulkan
#120Earlier quoted context omitted.
RTX is based on the Turing architecture that is a pretty amazing beast. The technology of raytracing has been around or a long time through iray what nvidia did is to bake in the necessary formats, neat interface and slight hardware adjustments.
I only worry about the number of cores being used in these demos. Tech might be same but it's quite possible Nvidia could use their high-energy prototypes to enhance the results. There is no restrictions on that. Clear statements like, "we are using the exact same RTX card we are shipping to consumer in September" would really be a selling point for me.