In Part 4: The Ray Tracing Pipeline, NVIDIA's Eric Haines runs through the ray tracing pipeline, including the five types of ray tracing shaders, and how they fit together. Rasterization has a linear pipeline, typically with triangles input and pixel samples output. Interactive ray tracing in DirectX 12 DXR, Vulkan, or OptiX starts with a ray and ends with a pixel sample, but along the way more rays can be generated to influence the final result. Five new types of shaders are introduced for ray generation, intersecting custom primitives, and for controlling per-ray behavior. Fast ray tracing can also be used for accelerating baking, generating ground-truth images, and other purposes. More details about this video can be found here: https://news.developer.nvidia.com/ray...
You can watch the all of the videos in the series on this YouTube Playlist:
• Ray Tracing Essentials
Ray tracing resources page: http://bit.ly/rtrtinfo
Ray Tracing Gems: http://raytracinggems.com
Additional links:
Much of this talk is distilled from Chris Wyman’s in-depth presentation at the SIGGRAPH 2019 Introduction to Real-Time Ray Tracing course http://rtintro.realtimerendering.com/ and from Steven Parker’s HPG 2019 keynote, “The Story of NVIDIA RTX” https://www.highperformancegraphics.o...
The book Real-Time Rendering has a free, bonus chapter http://www.realtimerendering.com/Real... giving an introductory high-level view of interactive ray tracing as a whole
At the end, the baking example is from this interactive three.js demo, https://threejs.org/examples/#webgl_m... the ground truth example from PBRT’s gallery, https://pbrt.org/gallery.html and the other use shown is from the paper “RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location” http://www.sci.utah.edu/~wald/Publica...
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