DirectX Ray-Tracing [DXR]

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

  1. OCASM

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  2. eloyc

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    ^^ Haha! The elevator music was spot on!
     
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  3. OCASM

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    The nice part:

    "Getting a “cinematic” 24fps with real-time raytracing still requires some serious hardware: it’s currently running on Nvidia’s ultra-high-end, four-GPU DGX-1 setup, which lists for $150,000. Even with that, some elements of the scene, like the walls, need to be rasterized rather than made fully reflective, Libreri told Ars. And the Volta technology that is key to powering this kind of performance isn't even available in consumer-grade GPUs below the $3,000+ Titan V, so don't expect this kind of scene to run on your home gaming rig in the near-term."

    https://arstechnica.com/gaming/2018...just-how-great-real-time-raytracing-can-look/
     
  4. techuse

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    oops, delete
     
  5. Alessio1989

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    24fps is a crap experience...
     
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  6. iroboto

    iroboto Daft Funk
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    Yea, but still imagine if ILM wanted to sell the experience? All you need is 1080p streaming to home. Let the work be done server side. Beam it to peoples houses.

    I wonder if such a business model could exist.. hmmm.
     
  7. Cyan

    Cyan orange
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    it's okay, just the same demo with a few extra features, imho. I'd like to see a different tech demo from 3DMark, I used those quite a bit and still my favourite is Sky Diver.

    In that 3DMark new demo and the Star Wars one...there is a lot of use of the shiny-shiny effect (the so called brilli brilli effect), like an excess of sparkling gems and chrome. Seed is nice because the ambient occlusion shading looks very natural so do the reflections and so on.

    However the Star Wars video looks totally real, it seems a movie.:huh::huh:
     
    #47 Cyan, Mar 21, 2018
    Last edited: Mar 21, 2018
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  8. Cyan

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    you don't need a Volta for that.

     
  9. DavidGraham

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    Any info on the resolution? I mean if they are rendering @8K then this is mighty excessive, and would warrant the use of such a system.
     
  10. hughJ

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    It looks awful and janky, imo - a lot of what's going on there looks to me more like screen-space reflections and render-to-texture effects. It lacks that sense of scene consistency/persistence that you should get from tracing against the scene's full data structure.
     
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  11. AlBran

    AlBran Ferro-Fibrous
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    I would think the bigger interest is for film projects.
     
    #51 AlBran, Mar 21, 2018
    Last edited: Mar 22, 2018
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  12. Shifty Geezer

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    So that places realtime photorealistic graphics in consoles in about...2030?? Bloody convincing though. Helps when your people are in armour!
     
  13. CSI PC

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    But on the plus side it may help to make CG films/effects cheaper due to quicker processes or for lower budget Indys more interesting without wincing while watching the film (some poor work out there due to constraints it seems), using the previous generation of Unity saved Oats Studio around 6 months of work for their CG short films on ADAM.
     
    #53 CSI PC, Mar 21, 2018
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  14. Cyan

    Cyan orange
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    Who knows. There were previously claims of this kind, back in 2011 it was allegedly already possible to run raytraced games in real time.

    [​IMG]

    [​IMG]

    Why?...since they don't need to be rendered in real time? The merit is in the real time stuff, wyswyg. That's where the authenticity is,imo.
     
  15. Cyan

    Cyan orange
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  16. CSI PC

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    Sure but when on a budget or require flexibility it will probably help?
    This is what some film industry people said at Oats Studio for doing ADAM after the demo:
    https://unity.com/madewith/adam#the-project

    It is not the solution for blockbusters yet, but maybe could open for Indys/cheaper films, better CGI effects where resource constrained *shrug*.
     
    #56 CSI PC, Mar 21, 2018
    Last edited: Mar 21, 2018
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  17. AlBran

    AlBran Ferro-Fibrous
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    Iteration times.
     
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  18. CSI PC

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    Yeah that is what the quote I provided says as well :)
    That was CG supervisor Abhishek Joshi, who was CG lead on Divergent and Game of Thrones.
     
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  19. OCASM

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    Unreal keynote demo:

     
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  20. CSI PC

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    And also how they can break from a linear to non-linear real-time production pipeline, part of the article link in earlier post:

    [​IMG]

    Separately,
    I like their approach to facial animation, but overall and generally for the ADAM CG short film they do rely heavily on Alembic support.
     
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