video of presentation just uploadedDD2019 presentation about Unity's early implementation of DXR:
https://auzaiffe.files.wordpress.co...ay-tracing-hardware-acceleration-in-unity.pdf
video of presentation just uploadedDD2019 presentation about Unity's early implementation of DXR:
https://auzaiffe.files.wordpress.co...ay-tracing-hardware-acceleration-in-unity.pdf
Dynamic Many-Light Sampling for Real-Time Ray Tracing
Monte Carlo ray tracing offers the capability of rendering scenes with large numbers of area light sources---lights can be sampled stochastically and shadowing can be accounted for by tracing rays, rather than using shadow maps or other rasterization-based techniques that do not scale to many lights or work well with area lights. Current GPUs only afford the capability of tracing a few rays per pixel at real-time frame rates, making it necessary to focus sampling on important light sources. While state-of-the-art algorithms for offline rendering build hierarchical data structures over the light sources that enable sampling them according to their importance, they lack efficient support for dynamic scenes. We present a new algorithm for maintaining hierarchical light sampling data structures targeting real-time rendering. Our approach is based on a two-level BVH hierarchy that reduces the cost of partial hierarchy updates. Performance is further improved by updating lower-level BVHs via refitting, maintaining their original topology. We show that this approach can give error within 6% of recreating the entire hierarchy from scratch at each frame, while being two orders of magnitude faster, requiring less than 1 ms per frame for hierarchy updates for a scene with thousands of moving light sources on a modern GPU. Further, we show that with spatiotemporal filtering, our approach allows complex scenes with thousands of lights to be rendered with ray-traced shadows in 16.1 ms per frame.
as long as your temporal accumulation and filtering can stay stay slim
Advances in Real-Time Rendering in Games: Part I
9:00 am
Natalya Tatarchuk (Unity Technologies)
Welcome and Introduction
9:10 am
Steve McAuley (Ubisoft)
A Journey Through Implementing Multiscattering BRDFs and Area Lights
10:10 am
Anis Benyoub (Unity Technologies)
Leveraging Real-time Ray Tracing To Build A Hybrid Game Engine
11:10 am
Sebastian Tafuri (EA | Frostbite)
Strand-based Hair Rendering in Frostbite
11:40 am
Yury Uralsky (NVIDIA)
Mesh Shading: Towards Greater Efficiency Of Geometry Processing
12:10 pm
Natalya Tatarchuk (Unity Technologies)
Part I Closing Q&A
Advances in Real-Time Rendering in Games: Part II
2:00 pm
Natalya Tatarchuk (Unity Technologies)
Welcome (And Welcome Back!)
2:05 pm
Sean Feeley (Sony Santa Monica)
Interactive Wind and Vegetation in 'God Of War'
3:05 pm
Huw Bowles (Electric Square)
Multi-resolution Ocean Rendering in Crest Ocean System
4:05 pm
Fabian Bauer (Rockstar)
Creating the Atmospheric World of Red Dead Redemption 2: A Complete and Integrated Solution
5:05 pm
Natalya Tatarchuk (Unity Technologies)
Advances 2019 Closing Remarks
They should beg for ray differentials while they are at it, so it can more usefully select them.@JoeJ the one presentation mentions wanting LOD in DXR!
Yeah, i'm surely not the only one requesting this. But how should it look like? I think it's mainly two related questions:@JoeJ the one presentation mentions wanting LOD in DXR!
There is also the Vulkan Ray-Tracing work that is ongoing across vendors. The Vulkan Ray-Tracing work is being based on the existing VK_NV_ray_tracing extension from NVIDIA but with various additions and other changes to make it more applicable for the different software and hardware vendors. Both real-time ray-tracing and hybrid ray-tracing should be possible with this upcoming support.
Helping out for adoption is Vulkan Ray-Tracing is looking at "substantial compatibility" with Microsoft DirectX Ray-Tracing (DXR) while keeping to Vulkan's design. Vulkan Ray-Tracing will debut when two different conformant implementations have been written.