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"Why Raytracing won't simplify AAA real-time rendering."

5 Comments -

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Blogger Unknown said...

The best take I have seen on graphics trends in the industry that I have seen in awhile!

December 28, 2020 at 12:02 PM

Blogger Thomas Hollier said...

I agree. In the feature VFX and animation world, the transition from scanline renderers to physically accurate global illumination ray tracers has allowed much more accurate modeling of light behavior and simplified the generation of realistic images but the expectations of the volume and quality of produced content have also increased. Although the nature of progress dictates that we will keep pushing the scale of what can be made, successful content requires that design and technology are in line with each other. Art doesn't get simpler, it evolves and reflects what is possible. Ultimately, it succeeds only when we can relate to it on a human level and that has nothing to do with the tool, even if generally artists are drawn to the potential of new technologies.

December 28, 2020 at 11:59 PM

Anonymous Anonymous said...

I think the point of raytracing is that it unifies under one umbrella all the disparate hacks needed to make different facets of light transport work and it can be an enabling technology. Once the magic grail of realtime path tracing is enabled by having raytracing on hardware the advantages are obvious, in example:
-no need for specialized light types, all emissive geometry can *literally* be a light, and correct soft shadows are just a side effect.
-dynamic/destructible worlds can be lit with correct global illumination: indirect illumination is hard, and probe-based solutions (complemented by ambient occlusion approximations) leave a lot to be desired against even a single bounce correct solution.
-in short, light and materials tend to behave in a more realistic way, which means the way to achieve a vision is much more intuitive for an artist.
-the points above are just about realistic lighting quality but, in more general terms, correctly modeling reflections and refractions could simply open up game design ideas that are currently out of reach.
As pointed out above, on the artistic side less hacks are necessary and artists can focus on producing content instead of spending a good portion of their time figuring out how to realize their ideas or simply working around limitations: I've seen this happen in the offline rendering world when the transition from old reyes renderers (depth/deep map/brickmap preprocessing anyone?) to path tracers led to a higher volume of content, at higher quality, being produced by the same number of artists.
In the end we are moving towards the creation of bigger, more intricate and believable worlds, and if we use what raytracing gives us, we can get there faster and with less pain.

December 29, 2020 at 4:41 PM

Blogger DEADC0DE said...

There is no question that RT is the ultimate solution to the rendering equation, I think we have decades of research proving it.

My articles is not against RT nor against progress - it is only dispelling an imho naive idea that RT will make our engines simpler - as most of the complexity has nothing to do with anything related to this or that technology.

Also, we could go into technical reasons why RT stuff is not easy at all, not even "simple" things like pure RT shadows are actually simple (see the recent presentation on RT shadows in COD:CW for example - research.activision.com) - but this would be besides the point.

December 29, 2020 at 5:17 PM

Anonymous Anonymous said...

Absolutely: don't get me wrong, I'm not claiming that raytracing will simplify development. Raytracing is a paradigm shift that will require finding the efficiencies we now have after ~25 years of rasterization, only under a different umbrella that is conceptually more unified. In the end it's not like development stops just because this new technology allows us to get closer to doing the correct thing: the need to do it more efficiently will always be there, if not only for the fact that the possibilities enabled by it will trigger a demand for more complex content. It's the old adage about the fact that, while Moore's law should have in principle minimized our rendertimes, in practice rendertimes have remained pretty much the same (if not grown longer), just because we throw more stuff (to be calculated with less compromises) to the computer.
Exciting times to be part of.

December 30, 2020 at 11:36 AM

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