I made a better Ray-Tracing engine

  Рет қаралды 248,681

NamePointer

NamePointer

Күн бұрын

Two years ago, I showed you how I created a simple ray-tracer from scratch. This is my attempt at improving my first version and showing you how I did it!
► My new Discord server: / discord
► My first Ray-tracing attempt: • I created my own Ray T...
► Source code: github.com/carl-vbn/opengl-ra...
► Valuable resources:
- OpenGL tutorials: learnopengl.com/
- Ray-tracing blog post: three-eyed-games.com/2018/05/0...
- ImGUI Library: github.com/ocornut/imgui
- TheCherno's Bloom video: • Bloom.
🎵 Music from Epidemic Sound, register with my link to support the channel and get a discount:
www.epidemicsound.com/referra...
Detailed description:
In this video, I explain how I created a ray tracing engine in C++ using OpenGL. Raytracing is a rendering algorithm that can be used to generate photorealistic images with nice shadows and reflections. The technology has recently been made accessible to many when NVIDIA announced their RTX graphics cards. I successfully implemented lighting, soft shadows, ray-traced global illumination, progressive rendering, reflections and more.
Chapters:
0:00 - Intro
1:23 - GPU acceleration
2:06 - Ray-tracing recap
3:10 - Direct illumination
4:37 - First result
4:42 - Soft shadows
5:20 - New result
5:39 - User interface
6:27 - Indirect illumination
8:18 - Progressive rendering
9:42 - Reflections
10:24 - Skybox
10:51 - Recursion problem
13:50 - Anti-aliasing
14:33 - Bloom
15:24 - Final results & conclusion
#Raytracing
#OpenGL

Пікірлер: 529
@NamePointer
@NamePointer 2 жыл бұрын
Sorry for the short break :) I hope this video was worth the wait! Also, thank you so much for 10k subscribers!! EDIT: At around 1:17, I called OpenGL a graphics "library" which isn't the right word. OpenGL is an API, not a library!
@dynastylobster8957
@dynastylobster8957 2 жыл бұрын
i know this isn't entirely realistic, but what if you blurred the noise somehow instead of using accurate information?
@ahmeddawood8847
@ahmeddawood8847 2 жыл бұрын
use vulcan ?
@ssj3mohan
@ssj3mohan 2 жыл бұрын
You could do it for unity the [ Doomed Engine ] Why not right ?
@localareakobold9108
@localareakobold9108 2 жыл бұрын
if your raytracing takes lesser resources I'll buy it
@teenspider
@teenspider 2 жыл бұрын
*s h o r t e s t* break of all time (joke)
@pablovega7697
@pablovega7697 2 жыл бұрын
Don’t believe it. You just saw a video online. Or used google street view. There’s no way you went outside
@mattiskardell
@mattiskardell Жыл бұрын
lol
@thehollowknerd3858
@thehollowknerd3858 Жыл бұрын
LMAO 🤣
@distraughtcat
@distraughtcat Жыл бұрын
I don’t know how he survived. The light coming out of the window would have burnt his eyes out for sure.
@mattiskardell
@mattiskardell Жыл бұрын
@@distraughtcat lol
@mgkeeley
@mgkeeley 2 жыл бұрын
A quick hack for fast antialiasing is to cast the rays through the corners of the pixels instead of the centers. It's basically the same amount of rays, but you can average the 4 values for each pixel and get 1 step for free. Adding your offsets will improve the antialiasing over time as you currentlly have it.
@waldolemmer
@waldolemmer 2 жыл бұрын
MSAA
@felineboy
@felineboy 2 жыл бұрын
Add a fifth ray in the center (with 1/2 the weight, and 1/8 for each corner) and you got the quincunx algorithm.
@mrburns366
@mrburns366 2 жыл бұрын
I'm not a programmer and I can't wrap my brain around a pixel having a corner.. 🤦‍♂️ a pixel is a finite point with and X,Y coordinate right? Say pixel 0,0 was in the upper left.. what would be the coordinates for the corners? 🤷‍♂️ Lol
@mgkeeley
@mgkeeley 2 жыл бұрын
@@mrburns366 good question! When casting a ray through the center of pixel "0,0", you actually cast it though coordinates "0.5, 0.5". The "screen" is virtual inside the raytracer, and has floating point coordinates for where the pixels are. Each pixel is a square with sides of length 1.0. Hope that helps!
@grande1900
@grande1900 2 жыл бұрын
Basically 4xMSAA
@ProjectPhysX
@ProjectPhysX 2 жыл бұрын
Your first raytracing video motivated me to implement fast ray-grid traversal in my CFD software for ultra-realistic fluid rendering. The simple stuff already brought me quite far. I'm amazed by the more complex techniques you show in this video. Thank you for sharing your knowledge!
@uniquelyrics2331
@uniquelyrics2331 6 ай бұрын
that is some quite complex vocabulary
@ctbdjc
@ctbdjc Ай бұрын
i can only think of that aerodynamics of a cow video
@OllAxe
@OllAxe 2 жыл бұрын
9:17 One potential solution is to implement motion vectors and move the pixels in the buffer accordingly. That way you can move the camera while keeping old samples for additional data. Note however that newer samples need to be weighted more heavily so that new data is generated for previously invisible parts of the screeen, and that specular reflections with low roughness would look inaccurate as you move around since they are dependent on the camera direction. The latter may help the former a bit but a proper solution might need to put specular reflections in a separate buffer and handle them differently. This is an important part of ray-tracing in Teardown, the SEUS PTGI Minecraft shader, Quake II RTX and many other RTX-powered games, so it's a well-known technique. There might even be papers or tutorials out there that describe how to do it in more detail. I also know that Dennis Gustavsson, the programmer of Teardown and its custom engine, has written a blog post on using blue noise to decrease perceived noise in ray-tracing, and other things about real-time ray-tracing that could be of help.
@NamePointer
@NamePointer 2 жыл бұрын
Thanks for the interesting insight!
@WilliumBobCole
@WilliumBobCole 2 жыл бұрын
I came to the comments to say this, though as expected, others have beaten me to it. You're already doing temporal smoothing of the image, may as well not throw out the entire buffer. Obviously the more the camera moves, the fewer previous frames will be useful, but it's still way better than starting from scratch any time the camera moves
@oskartornevall8265
@oskartornevall8265 Жыл бұрын
If you don't care about object movement, then simply reprojecting the samples based on the difference in camera movement / rotation and filtering based on projected vs real depth of the pixel works (a spatiotemporal filter, if you care about terminology). This is used in GTAO (Ground Truth Ambient Occlusion) if you want to look at an example of such a filter.
@convenientEstelle
@convenientEstelle Жыл бұрын
@@oskartornevall8265 Ground Truth Ambient Occlusion
@oskartornevall8265
@oskartornevall8265 Жыл бұрын
@@convenientEstelle Yes, thanks. Was tired when I wrote that and misremembered the name :)
@KingBobXVI
@KingBobXVI 2 жыл бұрын
One simple change to consider: look into different color spaces for image processing, RGB is very intuitive because it's what displays use, but it's not really the best option for things like blending values together - actual color info can get lost and coalesce into muddy grays pretty easily. If you do all the math in HSV color space though, you can do blending the same, and maintain better hue and saturation while you blend before converting back to RGB for display.
@omnificatorg4426
@omnificatorg4426 2 жыл бұрын
The main advantage of RGB over HSV is linearity, so you can easily add and multiply the values. Of course, don't forget about gamma correction, or you will get dark gloomy colours. The mean of #FF0000 and #00FF00 is #BBBB00.
@JJIsShort
@JJIsShort 2 жыл бұрын
When I was implementing a raymarching algorithm, a lot of my stuff looked fake. Thanks for the new features for me to implement. Something I did use was an AABB optimisation. I went from being able to render about 15 objects in almost real time to way more. If you want more frames, it's quite easy. You have also inspired me to implement ray tracing and try to make my own engine. Thanks.
@dazcarrr
@dazcarrr 2 жыл бұрын
other channels may do this sort of thing, but none go quite as in depth on the technical side as you do. the 10k subs are well deserved!
@WhiteDragon103
@WhiteDragon103 2 жыл бұрын
If you separate view-dependent lighting (reflections) from view-independent lighting (lambertian) you can keep the view independent lighting buffer while moving the camera. If you move an object though, you'll have to reset both buffers.
@forasago
@forasago Жыл бұрын
Or you just accept that indirect lighting will lag behind / ghost a little. Only direct light / shadows need to keep up with the full framerate to look okay. Indirect lighting lags behind in basically every game engine, even Unreal 5.
@ThrillDaWill
@ThrillDaWill 2 жыл бұрын
Great video!! I’m excited to see your new projects! Don’t stress too much over them and try to have fun!
@StormyMainShorts
@StormyMainShorts 2 жыл бұрын
hola
@monstrositylabs
@monstrositylabs 2 жыл бұрын
I only subscribed two hours ago. Looked at the date of your last video and assumed this channel was dead. Then coincidently you post the first video in a year 10 minutes after I subscribed!
@oskartornevall8265
@oskartornevall8265 Жыл бұрын
If you want even more realistic material behaviour, try looking into GGX scattering, it's a microfacet distribution, meaning it models the materials as a ton of microscopic mirrors oriented depending on smoothness etc. Great video btw!
@monuminmonumin6783
@monuminmonumin6783 2 жыл бұрын
i love that you're learning all this, sharing it and especially that you're putting in the Effort. Great Work! i'm hoping for more advanced Versions, just because i'm curious how far you can come!
@marexexe7308
@marexexe7308 2 жыл бұрын
The visuals in this video is stunning! Great job! I enjoyed every frame of the video
@kamranki
@kamranki 2 жыл бұрын
Lovely video! I love how you go out of your way to explain everything visually while keeping it simple. I am glad to have found your channel.
@evannibbe9375
@evannibbe9375 2 жыл бұрын
The better solution to avoid rendering from scratch when the camera moves is to save the colors found, not as a buffer based on what appears on the screen, but instead as a buffer of what color should be associated with each piece of 3D objects those rays hit (color in this case being the total light that part of the shape could be considered to emit, which is averaged with the new calculation for that point). The one downside of this method is that it will require a lot more memory associated with each object in the scene, (sort of like a baked light map texture), and that more metallic objects will take a bit longer to converge (since their lighting changes considerably with camera movements).
@bovineox1111
@bovineox1111 Жыл бұрын
Super stuff - always wanted to create a raytracer myself, did a bit of work but I think that the hardest bit to do quickly, is sorting the objects and determining the nearest collision.
@spacechannelfiver
@spacechannelfiver Жыл бұрын
You can do an optimisation by rendering into sparse voxel space instead of screen space. All of those dot products you calculated from the lights are still the same within voxel space, you can just cull the non visble voxels and recalculate whatever lights are in screen space if they move / change intensity. It just becomes a data management task which is much faster. Lumen works like this AFAIK.
@jorgeromeu
@jorgeromeu 2 жыл бұрын
Hi, a month ago or so i finished my bachelor's thesis which revolved around path tracing. This video explains it better than I've seen anywhere else!
@alex-yk8bh
@alex-yk8bh 2 жыл бұрын
Proud to say you're the reason why I disable adblock sometimes! Such a great piece of content. Congrats.
@caiostange2770
@caiostange2770 2 жыл бұрын
Hello! A fix for not having accumulation when moving the camera is: instead of merging frames directly, take into account a velocity buffer. This should tell how much each pixel moved each frame. With that, it can combine pixels with previous ones even if they moved. TAA does this as well, you should look into it
@2002budokan
@2002budokan 8 ай бұрын
Being able to summarize the entire ray-tracing process, its finest details and professional touches in such a short video is a special ability. Thanks.
@christophercoronaios4732
@christophercoronaios4732 2 жыл бұрын
Great job man!! I find your ray tracing videos very helpful and informative. Please make more!
@shitshow_1
@shitshow_1 2 жыл бұрын
Absolutely Amazing. I'm an undergrad. I've been very enthusiastic and learning 3D Computer Graphics from 9th grade. You put all my learnings in a nut shell which gave me a good Recap. Thank you so much ❤
@londongaz2
@londongaz2 2 жыл бұрын
Great video! You've inspired me to work on improving my own rt engine which suffers from many of these similar problems.
@Supakills101
@Supakills101 7 ай бұрын
This is a massive improvement well done. Leveraging hardware acceleration would take this to another level.
@novygaming5713
@novygaming5713 Жыл бұрын
One mistake I noticed is that reflective spheres have dark edges. This is caused because dot product shading is still being done for non-diffuse materials. The solution is to interpolate between the shaded brightness and a full brightness as the roughness goes down.
@oscill8ocelot
@oscill8ocelot 2 жыл бұрын
So glad I subscribed last year. :3 Excellent stuff!
@minhlucnguyen7614
@minhlucnguyen7614 Жыл бұрын
I'm learning 2d art, watching your video makes me realize the way an artist decide the hue, satturation, value of a spot on the painting is exactly like how ray tracing work. The video is very fun and comprehensive to watch!
@hamzazafar5182
@hamzazafar5182 2 жыл бұрын
Omg thank you! This was an extremely useful and simple tutorial. I'm not sure if I would have been able to install without it
@GaryMcKinnonUFO
@GaryMcKinnonUFO 2 жыл бұрын
Very cool indeed. I wrote my first tracer in BASIC, only Phong shading and of course it took hours to render a single polygon but it was a good exercise, makes matrix multiplication actually interesting :)
@lonewolfsstuck
@lonewolfsstuck 2 жыл бұрын
Should add a de-noiser post process effect, would help significantly
@thanzawoo3389
@thanzawoo3389 2 жыл бұрын
after browsing through so many channels. Yours is by far the best. The explaining thod is so great and detailed even complex stuff is
@DaveeeOnTop
@DaveeeOnTop Жыл бұрын
I found the Sebastian Lague video also very informing, I think it wasnt out by the time you wrote your comment, but if you're still interested, I'd recommend you watch it
@martinevans8965
@martinevans8965 Жыл бұрын
Best video on this topic on KZfaq. So well explained and great result.
@zelcion
@zelcion 2 жыл бұрын
Okay, I got this recommended on my KZfaq front page, and i have never seen any of your videos. This is it, you're making it big. By the way, haven't i looked at the view count and subcriber count, I would think this was a big production of a 500K sub channel. Great work! Got my sub!
@fghjkcvb2614
@fghjkcvb2614 2 жыл бұрын
Great to see you again!
@yooyo3d
@yooyo3d 2 жыл бұрын
You can use Multi Render Target extension to render stuff in multiple buffers at same time. Use those additional buffers to store current state of "recursion". Be wise to encode only necessary things in those buffers. Then just iterate multiple times over those buffers and image will get better and better.
@darltrash
@darltrash Жыл бұрын
Cool project, man!
@nickadams2361
@nickadams2361 2 жыл бұрын
Man this looks like a very fun project to think through
@Layzy3D
@Layzy3D Жыл бұрын
If you continue this raytracer, you could add pbr materials and fresnel (for the moment it looks like you blended between metallic and diffuse materials)
@sjoervanderploeg4340
@sjoervanderploeg4340 2 жыл бұрын
You could also draw a circle where the ray intersects a surface, this could help you with indirect lighting around objects as you can use it to average a larger area! I think I saw Unreal implement this, it is called splotch mapping.
@youtubehandlesux
@youtubehandlesux 2 жыл бұрын
You could improve the realism of the scene easily with some tonemapping algos, they basically imitate how eyes or cameras perceive different strengths of light (e.g. color desaturates at high light strength while not straight up becoming #FFFFFF), as opposed to just a simple gamma function
@timothyoh9715
@timothyoh9715 Жыл бұрын
Your content is great man. Keep up the good work
@adorable_yangire
@adorable_yangire 2 жыл бұрын
best way to implement bloom imo is to make it have 0 threshold, but make it so that the bloom increases exponentially. and have 2 bloom levels, one for large screen area bloom, and one for small screen area bloom.
@nahomicastillolecca3719
@nahomicastillolecca3719 2 жыл бұрын
THANK YOU!!! TNice tutorials is such an amazing tutorial. I just got soft soft today and was playing around on it but had no clue how to really use it.
@eboatwright_
@eboatwright_ 2 жыл бұрын
Awesome! Definitely looks alot better :)
@Raftube02
@Raftube02 2 жыл бұрын
I think that one way to stop noise resulting from using random numbers independently of each other would be to use perlin noise, because then the color of the pixels would be more related to each other.
@pablovega7697
@pablovega7697 2 жыл бұрын
Great video! Hope more come soon
@ravenmillieweikel3847
@ravenmillieweikel3847 2 жыл бұрын
A way that the noise while moving problem could be fixed is offsetting the memory buffer's pixels by the depth buffer in the direction of movement rather than completely starting over Another way to get rid of aliasing is to downsample, that is, render the entire screen at a higher resolution, then scale it down.
@miguelguerrero3394
@miguelguerrero3394 2 жыл бұрын
Very good video, next implementation could be importance sampling, so that indirect rays are biased towards the light sources, significantly reducing the noise
@ruix
@ruix 2 жыл бұрын
Real cool project. But next time you should raise your volume a bit
@cgpoly3419
@cgpoly3419 2 жыл бұрын
I just finished an pathtracer for an university project. I am currently rendering the 30sec animation and hope it finished rendering by the deadline in two days. While my project is quite diffrent (it doesn't even try to be real time because it wouldn't work with our scene and we don't use our sky map for lighting since just contains stars and wouldnt contribute an significant amount of light (it's a space scene)) some of the problems where the same especially the rewriting of some functions to make them non recursively. Its reassuring to see that I am not the only one who is annoyed by some aspects of OpenGL.
@jcm2606
@jcm2606 2 жыл бұрын
This isn't an issue with OpenGL, rather it's an issue with GPUs in general. GPUs don't have a stack, every function call is inlined and all automatic variables exist in a shared register file, so it's not possible for a GPU to support recursion, at a fundamental level. You *can* emulate recursion via iteration, by creating your own stack structure and dynamically appending to and iterating over it, but this will cause coherence issues and will significantly worsen register pressure, which can result in performance plummeting.
@djpiercy1235
@djpiercy1235 2 жыл бұрын
I think a smart way to reduce noise while minimising performance impact would be to reduce the amount of indirect rays depending on the roughness of the surface. A surface with a roughness of 0 should only need to emit one reflection ray, since the light can only bounce in one direction. A surface with higher roughness would need a lot more samples, since the cone of directions that the light can bounce off in is so much larger, you need more rays to fill it up.
@nafizjubaer1717
@nafizjubaer1717 2 жыл бұрын
Trying using motion vectors to offset previous frames when combining it with the current one during denoising., ie Temporal Denoising
@yash1152
@yash1152 Жыл бұрын
i am super happy to see many many comments about how the part with camera movements and reusing the data can be done. soo many of points are given in comments. seems it would be enough to serve a separate video on its own (:
@malachyfernandez6285
@malachyfernandez6285 2 жыл бұрын
this has inspired me to make a raytracer from scratch, in scratch.
@rigbyb
@rigbyb 6 ай бұрын
Holy shit, this is amazing. Thanks for making this video
@crestofhonor2349
@crestofhonor2349 2 жыл бұрын
I do love seeing anything ray tracing related
@user-kv2jk8vc1l
@user-kv2jk8vc1l 2 жыл бұрын
need the other half of the video!
@alfred4194
@alfred4194 2 жыл бұрын
Amazing content once again
@dexterman6361
@dexterman6361 2 жыл бұрын
To be accurate, the deep learning algo nvidia uses is called DLSS (Deep learning super sampling). This can theoretically be used with RTX off. This is technically unrelated to RTX (hardware accelerated ray tracing or more accurately, hardware accelerated bounding box checks for use in RTX)
@jcm2606
@jcm2606 2 жыл бұрын
DLSS actually has nothing to do at all with raytracing, and as of 2.0 is essentially just a variation of TAAU with a machine learning model taking care of when to reject previous frames and how it should blend frames together.
@BossBeneBaby
@BossBeneBaby 7 ай бұрын
Hey great video. In 2021 Khronos realeased the Raytracing Pipeline for Vulkan. It supports all modern graphics cards (even AMD) and its incredibly fast. I managed to write a realtime Pathtracer and even with 4k resolution it is possible to render in realtime.
@szybowiec2140
@szybowiec2140 2 жыл бұрын
THIS TUTORIAL REALLY WORKS I AM FROM PHILIPPINES! THIS MAN DESERVES A SUBSCRIPTION!
@ThePixelisaThor
@ThePixelisaThor 2 жыл бұрын
Clean comeback !
@3DProgramming
@3DProgramming 2 жыл бұрын
wonderful video! thank you!
@silvertakana3932
@silvertakana3932 2 жыл бұрын
I love your videos! It's very informative! What video editor did you use? And how do you make these animations?
@NamePointer
@NamePointer 2 жыл бұрын
I use Adobe Premiere Pro for editing, After Effects for 2D animations and Blender for 3D animations
@notgartificial8591
@notgartificial8591 Жыл бұрын
I recommend adding something called "fresnel" to the engine since the ground plane is looking a bit flat near the horizon. The steeper a ray comes in the more reflective the object gets. This effect gets weaker the rougher the object is. It is also a mandatory feature if you want photorealism since our brains know something is off. I also recommend adding caustics because it also affects realism. When computing indirect lighting, you should make rays bounce off reflective surfaces and if it reaches a light or a bright surface, you light the original surface accordingly.
@kelownatechkid
@kelownatechkid 2 жыл бұрын
Great work!!
@abenezertena6441
@abenezertena6441 Жыл бұрын
I thaught Graphics programming was a rocket science, you inspired me a lot, Thanks
@ImMagicDesigns
@ImMagicDesigns Жыл бұрын
Hey! Thanks so much for this video!
@NamePointer
@NamePointer Жыл бұрын
Glad you liked it!
@ImMagicDesigns
@ImMagicDesigns Жыл бұрын
@@NamePointer that was not my comment xD
@hutchw2947
@hutchw2947 Жыл бұрын
I love you im surprised you don't have more subscribers
@98SE
@98SE Жыл бұрын
Great Video! Please make more videoS!
@AMan-xz7tx
@AMan-xz7tx Жыл бұрын
this is great! but I have to wonder, have you ever thought of trying another lighting method like ray marching as a follow up?
@user-tt9so4pj9i
@user-tt9so4pj9i 2 жыл бұрын
Good job!
@hannescampidell
@hannescampidell 2 жыл бұрын
cool project i couldnt make this perfect result
@NathanNahrung
@NathanNahrung 2 жыл бұрын
I wonder if you could implement a motion vector to transform your buffer like those used in video compression in inter frames? For a static scene a z-buffer with camera motion might be sufficient to calculate the motion vector, though it would be difficult to account for the z of reflective surfaces. I suspect you would need to throw away data after several frames. Perhaps you could also implement a heat map for newly revealed places or edges so you can identify them then use extra rays per pixel in the hottest areas for rapid anti-aliasing where needed most.
@phillipotey9736
@phillipotey9736 2 жыл бұрын
This has given me an idea for a quantum renderer. You have each point on the object "be a camera" and save the color value to that point on the surface. The colors are then constantly streamed to the global camera continuously. Each object would have a then texture that would emit light for every direction and would update only when something changes in the objects direct line of sight. It might take a lot of ram so further things are from the global camera would save more dynamically in memory. This works off of the current quantum interpretation that light is a wave until it's collapsed by hitting an object or interacting, and the true color/intensity is chosen.
@thecoweggs
@thecoweggs 2 жыл бұрын
This is actually really impressive
@LouSan
@LouSan 2 жыл бұрын
great video!
@FelixNielsen
@FelixNielsen 2 жыл бұрын
Regarding using a buffer of previously rendered frames, to reduce noise, not working once the camera has been moved, of is moving, it seems to me a reasonably good approximation som simply transform the image in the buffer, to fit the new perspective. Of course it isn't a perfect solution, but it shouldn't be all that difficult, or resource intensive, compared to the other work being done. Furthermore, it might be worth considering weighin the buffered frames, so that earlier frames has a lesser impact, than later rendered frames, but I don't really know it that is worth the effort, or indeed, has the desired effect.
@SCPokSecondaccound
@SCPokSecondaccound 7 ай бұрын
Consider enhancing the visuals with Tone Mapping, like adding bloom for a better appearance. Address the noise issue by employing two frame buffers: first one for the current frame and another for the previous frame. Displace the second buffer using its motion vector, blend it with the current frame, and display both buffers for improved results. Edit: I know my comment is a bit late, but I hope it still helped, even if you've already fixed it. Edit2: To enhance the prominence of the bloom, consider amplifying its visibility by expanding the radius.
@voided9377
@voided9377 Жыл бұрын
That's so cool!
@dragoncosmico
@dragoncosmico 2 жыл бұрын
you can study the bloom shaders of reshade, they're also written in c
@onesome6091
@onesome6091 Жыл бұрын
man great stuff
@eliasjensen3115
@eliasjensen3115 2 жыл бұрын
Nice tutorial,
@jeremiahlyleseditor437
@jeremiahlyleseditor437 2 жыл бұрын
Great work. Have you thought to use Phong shading? It gives Great results but not HD crisp images.
@ibemper1850
@ibemper1850 2 жыл бұрын
great job dude
@sannfdev
@sannfdev 2 жыл бұрын
What about a de-noising algorithm? You could reference surrounding pixels to remove noise.
@GafftheHorse
@GafftheHorse 2 жыл бұрын
Fascinating.
@Matlockization
@Matlockization 2 жыл бұрын
It was great that you developed something from scratch. I'm sure the software caused no bottle necks in the hardware.
@gui205
@gui205 2 жыл бұрын
Franchement bravo ! Quelle est la prochaine étape ? :)
@saricubra2867
@saricubra2867 2 жыл бұрын
Wow, i'm liking your path traced engine, looks very natural, unlike the overexposed, overblown Unreal Engine 5 implementation which looks like everything is lit by a giant flashlight extremely close to the ground.
@helenvalencia7073
@helenvalencia7073 2 жыл бұрын
for bloom take your frame buffer, make every pixel under a threshold black, then sample it to a lower resolution and average it with the normal sized one, repeat a few times, and then add that to the original image
@snk-js
@snk-js 23 күн бұрын
wow this youtube video is a masterpiece
@Takehere
@Takehere 2 жыл бұрын
Awesome !
@omarlopezrincon
@omarlopezrincon Жыл бұрын
AMAZING !!!
@peacefulexistence_
@peacefulexistence_ 2 жыл бұрын
Afaik RTX "raytracing cores" just hardware accelerate Ray-Triangle intersections. By machine learning, did you mean DLSS, which uses machine learning to upscale frames so that they don't have to be computed at full resolutions?
@NamePointer
@NamePointer 2 жыл бұрын
I watched this video from NVIDIA a while back: kzfaq.info/get/bejne/bLVidZxzv8--moU.html From my understanding, it implies that RTX cards have to deal with quite a bit of noise, and that they use neural networks for denoising.
@peacefulexistence_
@peacefulexistence_ 2 жыл бұрын
@@NamePointer afaik there's no special hardware in the RTX card for denoising. It's just an NN which you can run on an non-rtx card. Same for DLSS. Thus both are post-processing steps done in software. The GPU just accelerates some of the computation in the NN with the tensor cores (I haven't looked into the tensor cores much)
@ABaumstumpf
@ABaumstumpf 2 жыл бұрын
​@@NamePointer You might want to watch that video again and then follow the links they provide in the description. The short version: No, RTX is just the brand-name and behind it are just a Vulkan, Dx12 and OptiX API that lets you ... trace rays. The denoising is an entirely separate library. Or more accurate - not just one but multiple libraries with multiple approaches and algorithms, each designed for specific applications with their own pros and cons. But just "RTX" does not mean anything as it is a marketing-term that encompass Vulkan-Raytracing (vendor agnostic) that does just ray acceleration.
@NamePointer
@NamePointer 2 жыл бұрын
When I said "RTX technology" I didn't mean hardware specifically, but the entire Ray tracing package NVIDIA gives game developers to add ray tracing to their game. If I understood correctly, that one uses Neural networks for denoising.
@ABaumstumpf
@ABaumstumpf 2 жыл бұрын
@@NamePointer"If I understood correctly, that one uses Neural networks for denoising." There are multiple libraries included, one of which uses the result of a trained network, others are just "simple" postprocessing or temporal solutions.
@liudas5377
@liudas5377 2 жыл бұрын
You are a genius...Thanks
@paulroberto2286
@paulroberto2286 2 жыл бұрын
Great video! Have you tried non-euclidean raytracing? It's pretty interesting, could make for a cool extension of your current engine :D
@chrisfuller1268
@chrisfuller1268 2 жыл бұрын
One of the best descriptions of ray-tracing I have ever seen. Most of the other descriptions are full of jargon invented and only used by a very small group of people, making the descriptions incredibly hard to understand by someone who needs to work with ray-tracing every once in awhile, not every day.
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