DirectX Ray-Tracing [DXR]

Discussion in 'Rendering Technology and APIs' started by BRiT, Mar 19, 2018.

  1. imerso

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    Just stumbled on this demo from AMD DXR:

     
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  2. Jupiter

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    I had to laugh when seeing these surroundings combined with the slow walking and this style of music. It seems so trashy, I don't know. The comments underneath were also good.
     
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  3. imerso

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    I believe that the main point here is that RTRT is going forward and DXR will apparently become the standard on both PC and consoles.

    On a side note, I myself prefer open standards like OpenGL, but let's face it, DXR has the edge right now.
     
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  4. Jay

    Jay
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    I don't see any difference when comparing DX usage.
    DX is used on pc and xbox
    Sony has their own ap, i same for RT. (it won't be using DXR)
    Vulkan will support RT, and have same usage as it Vulkan currently does.
     
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  5. JoeJ

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    I did not look at it in detail, but Vulkan seems on par with DXR and also mesh shaders. (Not sure about sampler feedback yet).
    At least i checked they have support for inline tracing. Seems pretty much the same, and NVs extensions become core functionality after some time.
     
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  6. imerso

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  7. pharma

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    #287 pharma, Mar 22, 2020
    Last edited by a moderator: Mar 22, 2020
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  8. pharma

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    Scalable Ray Traced Global Illumination in Real Time
    3/23/2020
    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.download.nvidia.com/video/RTX/rtxgi_03_2020_web_v2.mp4

    https://developer.nvidia.com/rtxgi
     
    #288 pharma, Mar 24, 2020
    Last edited: Mar 24, 2020
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  9. MfA

    MfA
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    Little late reply, but I've come around to your way of thinking. Tracing a regular spatial subdivision being essentially a 2.5D problem, more akin to rasterization than intersection testing, does seem nice. I think you can get the 64 bit intersection mask for the ray with 3 2D-texture lookups and a small amount of math and logic operations, you AND it with occupancy mask and on you go. Not really an octree any more at that point though, more a 64-tree. Google tells me it's an old idea (I'm not sure I'd build the tree like they do though, don't like the sorting).
     
    #289 MfA, Mar 25, 2020
    Last edited: Mar 25, 2020
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