For HPG 2018‘s keynote (co-located / two days before SIGGRAPH 2018) I’ll be discussing some of the latest advances in game raytracing, but most notably some of the open problems.
With DXR making raytracing more accessible, and bringing us one step closer to “real-time raytracing for the masses”, the gap between offline and real-time is significantly getting smaller. To that, tailoring some of the existing offline raytracing approaches to real-time doesn’t happen overnight, can’t be done 1:1 nor free of compromises, as many of you saw in our GDC/DigitalDragons PICA PICA presentations. Existing offline approaches are definitely not free of problems, as raytracing literature and algorithms have originally be designed with offline in mind.
HPG is a great forum for discussing these sort of things since lots of folks in research are definitely interested in what DXR can enable for their research, want to know what problems we are trying to solve, and how their research can be adopted by the games industry.
That said, I would appreciate any feedback from fellow developers & researchers about what you think are the most important open problems in real-time raytracing. Already have a few, but definitely interested in hearing your thoughts on the matter.
Feel free to answer here, tweet at me, or privately. Additionally, if you’re around Vancouver for SIGGRAPH you should consider attending HPG. Schedule is shaping up to be pretty awesome! 🙂
So, what’s your #1 open problem with real-time raytracing?
Just got back from GDC. Had a great time showcasing the hard work we’ve been up to at SEED. In case you missed it, we did two presentations on real-time raytracing:
DirectX Raytracing Announcement (Microsoft) and Shiny Pixels and Beyond: Real-Time Raytracing at SEED (NVIDIA)
In case you were at GDC and saw the presentation, you can skip directly here.
During the first session Matt Sandy from Microsoft announcedDirectX Raytracing (DXR). He went into great detail over the API changes, and showed how DirectX 12 has evolved to support raytracing. We then followed with our own presentations, where we showcased Project PICA PICA, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The team has worked super hard on this demo, and the results really show it! 🙂
PICA PICA is powered by DXR.
The addition of raytracing to DirectX 12 is exposed via simple concepts: acceleration structures (bottom & top), new shader types (ray-generation, closest-hit, any-hit, and miss), new HLSL types and intrinsics, commandlist-level DispatchRays(…) and a raytracing pipeline state. You can read more about it here.
Taken from our presentation, here’s a brief overview of how this works in PICA PICA:
Using Bottom/top acceleration structures and shader table (from GDC slides)
Ray Generation Shadow – HLSL Pseudo Code – Does Not Compile (from GDC slides)
While you don’t necessarily need to use DXR to do real-time raytracing on current GPUs (see Sebastian Aaltonen’s Claybook rendering presentation), it’s a flexible new tool in the toolbox. From the code above, you benefit from the fact that it’s unified with the rest of DirectX 12. DXR relies on well known HLSL functionality and types, allowing you to share code between rasterization, compute and raytracing. More than just raytracing, DXR also allows to solve more sparse and incoherent problems that you can’t easily solve with rasterization and compute. It’s also a centralized implementation for hardware vendors to optimize, and now becomes common language for every developer that wants to do raytracing in DirectX 12. It’s not perfect, but it’s a good start and it works well.
During the presentation we talked about our hybrid rendering pipeline where rasterization, compute and raytracing work together:
Our hybrid approach allows us to solve, develop and apply several interesting techniques and algorithms that rely on rasterization, compute or raytracing while balancing quality and performance. This shows the flexibility of the API, where one is free to choose a specific pipeline to solve a specific problem. Again since raytracing is another tool in the toolbox, it can be used where it makes sense and doesn’t prevent you from using other available pipelines.
First we talked about how we raytrace reflections from the G-Buffer at half resolution, reconstruct at full resolution, and how it allows us to handle varying levels of roughness. We also presented our multi-layer material system, shared between rasterization, compute and raytracing.
Raytraced Reflections (left) and Multi-Layer Materials (right) (from GDC slides)
We then followed by describing a novel texture-space approach for order-independent transparency, translucency and subsurface scattering:
Glass and Translucency (from GDC slides)
We then presented a sparse surfel-based approach where we use raytracing to pathtrace irradiance from surfels spawned from the camera.
Surfel-based Global Illumination (from GDC slides)
We also covered ambient occlusion (AO), and how raytraced AO compares to screen-space AO.
As mentioned at GDC we’ve had the chance to be involved early with DXR, to experiment and provide feedback as the API evolved. Super glad to have been part of this initiative. We still have a lot to explore, and the future is exciting! Some additional thoughts:
Noise vs Ghosting vs Performance
DXR opens the door to an entirely new class of techniques that have never been achieved in games. With real-time raytracing it feels like the upcoming years will be about managing complex tradeoffs, such as noise, ghosting, quality vs performance. While you can add more samples to reduce noise (and improve convergence) during stochastic sampling, it decreases performance. Alternatively you can reuse samples from previous frames (via temporal filtering), but it can add ghosting. It feels like achieving the right balance here will be important. As DXR gets adopted in games this topic will generate a lot of good presentations at conferences.
Comparing Against Ground Truth
We also mentioned that we built our own pathtracer inside our framework. This pathtracer acts as reference implementation, which at any point we can toggle when working on a feature for our hybrid renderer. This allows us to rapidly compare results, and see how a feature looks against ground truth. Since a lot of code is shared between the reference and various hybrids techniques, no significant additional maintenance is required. At the end of the day, having a reference implementation will help you make the best decision in order to achieve the balance between quality and performance for your (hybrid) techniques.
If raytracing is new to you and building a reference ray/pathtracer is of interest, many books and online resources are available. Peter Shirley’s Ray Tracing in One Weekendis quite popular. You should check it out! 🙂
Specialized Denoising and Reconstruction
Also mentioned during the presentation, we built a denoising filter specialized for soft penumbra shadows. While one can use general denoising algorithms like SVGF on the whole image, building a denoising filter around a specific term will undeniably achieve greater quality and performance. This is true since you can really customize the filter around the constraints of that term. In the near future one can expect that significant time and energy will be spent on specialized denoisers, and custom reconstruction of stochastically sampled terms.
Even though the API is there and available to everyone, this is just the beginning. It’s an important tool going forward that will enable new techniques in games, and could end up pushing the industry to new heights. I’m looking forward to the new techniques that evolve from everyone having access to DXR, and what kind of rendering problems get solved. I also find it quite appealing for the research community to be able to try and solve problems closer to the realm of real-time raytracing, where researchers can implement their solutions using a raytracing API that everyone can use.
Because it’s unified, it should also be easy for you to pick up the API, experiment and integrate in your own engine. Again, one doesn’t need this API to do real-time raytracing, but it provides a really nice package and a common language that all DirectX 12 developers can talk around. It’s also a clear focus point for hardware makers to focus on optimization. Also compute hasn’t really changed in a while, so hopefully these improvements will drive improvements in compute and in the the pipelines as well. That being said, the API is obviously not perfect, and is still at the proposal stage. Microsoft is open to additional feedback and discussion. Try it out and send your feedback!
Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.