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> There’s a GPU-based solution to this, but it involves some compromises in quality. There’s another GPU-based solution with RTX and other ray tracing solution
by dahart 5y ago
> There’s a GPU-based solution to this, but it involves some compromises in quality.
There’s another GPU-based solution with RTX and other ray tracing solutions that is high quality. Might be compromising efficiency in some typical cases, unless a lot of geometry and/or instancing and/or samples are used, and then in that case it may be both an efficiency and quality win.
- Jasper_ 5y agoWe really don't have the ray-budget for translucency with RTX. We basically only have the ray budget for a handful of rays per final screen pixel, and good translucency requires dozens for every interacting surface. There's a reason most engines using RTX only use it backed with a deferred style implementation.
- dahart 5y agoIf you’re talking about games, I agree, and there are multiple reasons, but generally speaking for viz or pure rendering or other cases, the budget might be bigger than you think. I’ve implemented real time transparency + path tracing in OptiX. Depends on your quality goals and denoiser options too, but several billion rays per second is a lot.