[HN Gopher] How Ray Tracing works and how to do it faster [video]
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       How Ray Tracing works and how to do it faster [video]
        
       Author : nikolay
       Score  : 99 points
       Date   : 2022-10-08 00:07 UTC (22 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | a1371 wrote:
       | We know about this video and lots of indie math explainer videos
       | like it thanks to 3Blue1Brown's "summer of math exposition". if
       | you haven't heard about it, think of it as the best binge watch
       | drop ever
       | 
       | https://youtu.be/cDofhN-RJqg
        
       | oblak wrote:
       | Faster as in having something newer than Quake 2 run with 120 on
       | modern hardware?
       | 
       | By the time we have ray/path traced global illumination in a
       | $current_year game, all of my hair would be white
        
         | atoav wrote:
         | I would not be that sure about that (although, admittedly I
         | don't know the state of your hair, so maybe the timespan till
         | all your hair is white is shorter than one might guess?)
         | 
         | Very basic geometry renders with all bells and whistles
         | (refraction, reflection, complex normals, sheen effect, global
         | illumination with both refractive and reflective caustics) in
         | sub 2 seconds in the latest blender builds on a somewhat decent
         | laptop with a RTX2080. The same thing would have rendered for a
         | good minute on a decent machine a few years back.
         | 
         | And Blender is not even meant to do that realtime as it is not
         | a game engine (anymore). So sure, going from 1.5 seconds to
         | 1/60 seconds is a huge step, but similar steps have been made
         | in a decade.
        
           | oblak wrote:
           | I am just that annoying guy trying to remind everyone Q2 RTX
           | is still the best we've got in terms of actual games. Take
           | that at face value. It barely runs on ~6 year old gpu.
           | 
           | I was about to pull a few numbers out of my ass as to how it
           | must on a 3090 but then I thought someone on youtube must've
           | done it already. And they have[0]. 52 fps is not great. I am
           | no game maker of any kind but even my non-pro eyes can tell
           | modern titles have way more geometry so the best we've got
           | out of them is shiny surfaces and fake GI like in Metro.
           | 
           | [0] https://www.youtube.com/watch?v=dVS2zwqeUaU
           | 
           | That said, I am eager to get my hands on that mythical ray
           | traced RTCW someone at AMD has been working on.
        
         | zokier wrote:
         | I thought raytraced GI was pretty unexceptional these days,
         | Metro Exodus did that already back in 2018:
         | https://www.youtube.com/watch?v=Ms7d-3Dprio
        
           | oblak wrote:
           | Yes, ray traced GI in Metro was pretty unimpressive.
        
           | Veedrac wrote:
           | Global illumination is a very broad topic, and there are many
           | different implementations at different levels of
           | approximation.
           | 
           | Metro Exodus used one version that I think was one bounce
           | only, and heavily denoised. The Enhanced Edition added probe
           | based GI, which is infinite bounce but only captures low
           | frequency lighting. Lumen uses surface caching, which is
           | expensive and has low frequency temporal noise, but is higher
           | quality yet. This video was probably covering ReSTIR GI,
           | which is a much more advanced newer technique that has a
           | diffuse surface approximation for multi-bounce but is
           | otherwise almost unbiased, but might have been referring to
           | the even newer GRIS, which can be actually fully unbiased.
           | 
           | So... yes and no? Some GI is unimpressive, though IMO Metro
           | Exodus' still holds up, but the cutting-edge stuff you can
           | only see in tech demos right now.
        
         | mrshadowgoose wrote:
         | My condolences for the imminent loss of hair color.
        
           | oblak wrote:
           | I am just morphing into my Targaryen form, only without the
           | dragons and everything else that makes them special.
        
         | tuvan wrote:
         | A lot of current games use ray tracing as an addition to
         | classical rasterization but NVIDIA Racer X[1] is a new tech
         | demo/game that doesn't use any pre-baking. It's not a "real
         | game" released by a game studio but it proves hardware is
         | strong enough for completely simulated lighting if utilized
         | correctly.
         | 
         | [1] https://www.youtube.com/watch?v=GBYs4y1BtGg
        
           | oblak wrote:
           | Really? That is a carefully directed video with a cool audio
           | track. Have you tried running the actual tech demo?
        
       | dom96 wrote:
       | This is an amazingly well presented video.
        
       | nayuki wrote:
       | Another video in #SoME2 about ray tracing:
       | https://www.youtube.com/watch?v=hCdqapTI63k
        
       | pbohun wrote:
       | That was a well explained video. Thanks for the share.
        
       | wiz21c wrote:
       | really good video that updated my knowledge from thirty years old
       | to 15 years old. All the probabilistic modelling is really cool!
        
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