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Current RTX hardware is rather lame to only get to 1spp isn’t it? It’s not even clear that it’s the right approach. A graphics engineer I know has this to say
by Negitivefrags 4y ago
Current RTX hardware is rather lame to only get to 1spp isn’t it?
It’s not even clear that it’s the right approach.
A graphics engineer I know has this to say about it. “Telling me you made hardware accelerated BVH is like telling me you implemented hardware accelerated bubble sort.”
- yazzku 4y agoI don't think real-time ray tracing is lame. Diffuse is low-frequency and redundant, denoisers work magically well. It's 1spp per frame, but the denoiser is essentially allowing the application to distribute the workload across frames. For perfect specular a single ray is sufficient, and glossy is somewhere in between the two. The limitation doesn't have to do much with firing more rays than handling more complex materials; what I just described decouples diffuse/specular and is how games are doing it these days. But if the current materials are plausible, then what's wrong with this approach? I do think it is the/a right approach... when used judiciously and when an alternative rasterization approach doesn't already exist or has obvious flaws. For example, some games use a hybrid SSR-RT reflection; do the SSR first, then fire rays where the SSR misses (insufficient information in screen-space.) I think the UE5 Matrix demo does this. You kind of get the best of both approaches. The article in this sense proposes a false dichotomy; to choose between the complex "hacks" of rasterization, or the easiness of RT. Except that rasterization has decades of research and solutions are well-known and already implemented, and RT is not 'do the dumb thing and let the hardware do the work'. I don't think BVH construction is as bad as your friend paints it. There are semi-parallel approaches available, i.e. https://www.researchgate.net/publication/327216026_PLOCTree_A_Fast_High-Quality_Hardware_BVH_Builder https://www.researchgate.net/publication/327216026_PLOCTree_...