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Real-Time Ray Tracing
Paulo Silva
Developer Technology Engineer, NVIDIA
Announcements
3
• Target Audience:
• Engineers & Technical Artists
• Level:
• Beginner (no programming)
• Intermediate (some programming)
• Warning:
• This is Beta software and is still changing
• Slides will be available
• Session recording will also be available
Outline
4
• History Of Ray-Tracing
• Rasterization vs Ray-Tracing
• Basic Example
• Scriptable Pipelines & DXR Details
• Performance Advice
• More Resources
History of Ray-Tracing
5
What is Ray-Tracing?
6
• Rendering method
• Simulates light path
• Most modern movies use it for SFX
• Photo-realistic rendering
• Car & Architecture visualization
Rendered in unity using real-time ray tracing
• Kajiya 1986
• Path Tracing
• Rendering Equation
• Diffuse Interreflections
• Caustics
• Cook 1984
• Fuzzy
• Motion Blur
• Soft Shadows
• Whitted 1980
• Shiny
• Reflections
• Refractions
• Shadows
History
7
History
8
• Kajiya 1986• Cook 1984• Whitted 1980
9
Rasterization vs Ray-Tracing
Vertex Shader Rasterizer
Rasterization: Very Simplified
10
Pixel Shader
Trace Rays Shade & TraceIntersection Test
Ray-Tracing: Very Simplified
11
Rasterizer
Rasterization vs Ray-Tracing: Key Ideas
12
Which pixel □ does triangle △ cover? Which triangles △ does pixel □ see?
Pixel □ in triangle △ Ray → triangle △ intersection
Question
Operation
Triangles △ Rays →Streaming
Overdraw △ Many → collisionsInefficiency
(Hierarchical) Z-buffering Bounding volume hierarchy BVH (AABBs)Speedups
Ray Tracing
SSRShadow MapsSSAO
Rasterization: Hacks
13
SSAO
Rasterization vs Ray-Tracing: AO
14
Ray-Tracing AO
Shadow Maps (No baked light maps)
Rasterization vs Ray-Tracing: Shadows
15
Ray-Tracing Shadows
SSR
Rasterization vs Ray-Tracing: Reflections #1
16
Ray-Tracing Reflections
SSR
Rasterization vs Ray-Tracing: Reflections #2
17
Ray-Tracing Reflections
Basic Example
18
Basic Example
19
• No programming needed
• Setup needed to get started
• Shows off the main features
• Reflections
• Shadows
• Ambient Occlusion
• Global Illumination
• Compare to Rasterization
Cornell Box
System Requirements
20
• RTX GPU for complex Ray Tracing Effects*
• Windows 10 v1809
• Unity 2019.3b1
Setup
21
• In Player settings set:
• DirectX12 (Experimental)
• REALTIME_RAYTRACING_SUPPORT
• ENABLE_RAYTRACING
Basic Demo Scene
22
• Let’s create a Cornell Box
Basic Demo: Add Ray Tracing
23
• Add the Raytracing Environment
Basic Demo: Reflections
24
Before After
Basic Demo – Shadows
25
Before After
Basic Demo – Indirect Illumination
26
Before After
Basic Demo: Raster vs Ray Tracing
27
Raster (no baked lights) Ray-Tracing
28
Scriptable Pipelines & DXR Details
Scriptable Pipelines & DXR Details
29
Required for next section:
• DXR shader types
• Acceleration structures
DXR shaders in HDRP
What is DXR?
• DXR = D3D12 ray tracing
• HDRP uses Scriptable Pipelines
• These use DXR ray tracing
DXR Shaders
30
DXR Shader Graph
• Ray Generation
• defines how rays start
• Closest-hit
• e.g.: calculate color
• Miss shader
• e.g.: sample skybox
• Any-hit
• run once per hit for transparency
• Intersection
• Intersect arbitrary shapes
Acceleration Structure
DXR Acceleration Structures
34
Bounding Boxes are Axis Aligned (AABB)
Performance Advice
35
• Smooth reflective surfaces are cheaper than rough surfaces
• Keep shaders simple when using rough surfaces
Performance Advice - Reflections
36
Rough – Rays Diverge Smooth – Coherent Rays
• Keep Any-Hit shaders simple
• When possible make objects opaque (Use LOD)
37
Transparent – many Any-Hits calls Opaque – No Any-Hit call
Performance Advice -Transparency
• Correctly tag objects as static, dynamic, animated
Performance Advice – Acceleration Structures
38
Static Object Dynamic Rigid Body Animated Character
• Group geometry together when possible
39
Separate Objects ☹ One Object ☺
AS AS AS
AS
Performance Advice – Acceleration Structures
40
Performance Advice
Ray Count
Ray Length
Denoiser Quality
Small Transparent Objects
Performance Quality
43
More Resources
More Resources
44
• Ray-Tracing Gems (free pdf):
http://www.realtimerendering.com/raytracinggems/
• SIGGRAPH 2018 DXR Tutorial:
http://intro-to-dxr.cwyman.org/
• Gameworks Ray-Tracing:
https://developer.nvidia.com/gameworks-ray-tracing
• DXR Specification:
https://microsoft.github.io/DirectX-Specs/d3d/Raytracing.html
• Unity HDRP DXR Build:
get 2019.3b1 from unity hub, or download the following version
https://github.com/Unity-Technologies/Unity-Experimental-DXR
45
Please try real-time ray tracing
and make something amazing!
Thank You

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