This document summarizes a presentation about real-time ray tracing. It discusses the history of ray tracing, compares rasterization and ray tracing approaches, demonstrates a basic ray tracing example in Unity using a Cornell box, and provides performance advice for ray tracing including keeping shaders simple, using acceleration structures correctly, and reducing ray counts and lengths. More resources on ray tracing and DirectX Raytracing (DXR) are also listed.
3. Announcements
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• 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
4. Outline
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• History Of Ray-Tracing
• Rasterization vs Ray-Tracing
• Basic Example
• Scriptable Pipelines & DXR Details
• Performance Advice
• More Resources
6. What is Ray-Tracing?
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• 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
19. Basic Example
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• No programming needed
• Setup needed to get started
• Shows off the main features
• Reflections
• Shadows
• Ambient Occlusion
• Global Illumination
• Compare to Rasterization
Cornell Box
29. Scriptable Pipelines & DXR Details
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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
30. DXR Shaders
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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