Game development presentations - a useful reference

High Definition Render Pipeline real-time ray tracing is now in Preview
March 6, 2020
HDRP is used for creating high-definition and photorealistic visuals. The render pipeline is out of Preview starting with package version 7.2.0 in 2019.3 and Unity version 2019.3.2f1 (required for real-time ray tracing). You can find more details about HDRP here, but this blog post will focus specifically on the ray-tracing features that HDRP offers.

HDRP follows physically based rendering rules, but it has limitations in its lighting processing due to the nature of the rasterization pipeline. Real-time ray tracing allows you to unlock greater visual fidelity since it doesn’t have the same visibility issues related to screen space approximation use in HDRP. It also allows you to avoid relying on pre-baking steps for lighting, which improves artists’ workflows.

There are two different uses of ray tracing in HDRP:
1. A mix of real-time ray tracing techniques and rasterization, which we call the hybrid pipeline
2. A progressive path tracer
https://blogs.unity3d.com/2020/03/0...line-real-time-ray-tracing-is-now-in-preview/
 
I just found systeminfo returns if raytracing is supported on a platform. Xbox One returns false :(.

One of the problems I see is game scalability. Low-poly games beautifully lit would benefit from RTRT just as much as AAA titles, and also run (with RTRT) on mobile type hardware, but Unity doesn't have a clear platform to support that scalability AFAIK which is a shame. It'd be a nice way to take advantage of the power delta between PC GPUs and mobiles on cross-plat titles.
 


Key Highlights of the RTXGI SDK v1.0 release include:
  • Full Source Code. We are providing full source code so you can easily integrate RTXGI into your tools and customize it to your specific needs.
  • No Baking, No Leaks. Dramatically speed up your iteration time with real-time ray traced lighting. No more waiting for bakes. No more obsessing over light probe positioning either; no light or shadow leaking.
  • Any DXR GPU. RTXGI runs on a broad range of hardware. All DXR-enabled GPUs are supported, including GeForce RTX 20 Series, GTX 1660 Series, and GTX 10 series.
  • Tuned & Optimized. Easy to integrate and fast to provide results, right out of the box. Performance optimized to fit in 60Hz frame budgets.
 
https://developer.nvidia.com/gtc/2020/video/S22698
DLSS 2.0 - Image Reconstruction for Real-time Rendering with Deep Learning

https://developer.nvidia.com/gtc/2020/video/s22699
Fast Denoising with Self Stabilizing Recurrent Blurs

https://developer.nvidia.com/gtc/2020/video/s22694
Ray Traced Reflections in Wolfenstein Youngblood

https://developer.nvidia.com/gtc/2020/video/s22693
Capturing the Reality of Space with RTX in Deliver Us the Moon

https://developer.nvidia.com/gtc/2020/video/s22696
Making Ray Traced Content in Unreal Engine 4

https://developer.nvidia.com/gtc/2020/video/s22695
RTX Real Time Ray Tracing Best Practices

https://developer.nvidia.com/gtc/2020/video/s22697
Witcher III on the Nintendo Switch: GPU & Memory Optimization

https://developer.nvidia.com/gtc/2020/video/s22263
The Future of GPU Raytracing

https://developer.nvidia.com/gtc/2020/video/s22266
Next-Gen Rendering Technology at Pixar
 
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NVIDIA Vulkan Ray Tracing Tutorial
The focus of this document and the provided code is to showcase a basic integration of ray tracing within an existing Vulkan sample, using the VK_KHR_ray_tracing extension. This tutorial starts from a basic Vulkan application and provides step-by-step instructions to modify and add methods and functions. The sections are organized by components, with subsections identifying the modified functions.
https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/
 
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