A FAST FORWARD THROUGH RAY TRACING GEMS Eric Haines, Distinguished - - PowerPoint PPT Presentation

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A FAST FORWARD THROUGH RAY TRACING GEMS Eric Haines, Distinguished - - PowerPoint PPT Presentation

A FAST FORWARD THROUGH RAY TRACING GEMS Eric Haines, Distinguished Engineer | March 21, 2019 | Talk S9872 1 There is an old joke that goes, Ray tracing is the technology of the future, and it always will be! David Kirk, March 2008 2


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Eric Haines, Distinguished Engineer | March 21, 2019 | Talk S9872

A FAST FORWARD THROUGH RAY TRACING GEMS

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There is an old joke that goes, “Ray tracing is the technology of the future, and it always will be!” – David Kirk, March 2008

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RAY TRACING GEMS http://raytracinggems.com –

Table of Contents, links, and what this talk is mostly about. Proposed by Tomas Akenine-Möller, co-editor, in Spring 2018. Like other “Gems” books: provide tools and case studies. 32 papers accepted, 64 authors, 652 pages. Tight schedule: papers received October 15, finished book proof done February 12. 121 days. Open Access! Articles can be freely redistributed (non- commercial, and attribute the source).

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PART I

RAY TRACING BASICS

Edited by Chris Wyman

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RAY TRACING TERMINOLOGY

by Eric Haines and Peter Shirley

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WHAT IS A RAY?

by Peter Shirley, Ingo Wald, Tomas Akenine-Möller, and Eric Haines

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INTRODUCTION TO DIRECTX RAYTRACING

by Chris Wyman and Adam Marrs

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A PLANETARIUM DOME MASTER CAMERA

by John E. Stone

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COMPUTING MINIMA AND MAXIMA OF SUBARRAYS

by Ingo Wald

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PART II

INTERSECTIONS AND EFFICIENCY

Edited by Ingo Wald

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A FAST AND ROBUST METHOD FOR AVOIDING SELF-INTERSECTION

by Carsten Wächter and Nikolaus Binder

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PRECISION IMPROVEMENTS FOR RAY/SPHERE INTERSECTION

by Eric Haines, Johannes Günther, and Tomas Akenine-Möller

With a trembling arm shoot an arrow at a coin – so are ray and sphere.

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PRECISION IMPROVEMENTS FOR RAY/SPHERE INTERSECTION

by Eric Haines, Johannes Günther, and Tomas Akenine-Möller

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COOL PATCHES: A GEOMETRIC APPROACH TO RAY/BILINEAR PATCH INTERSECTIONS

by Alexander Reshetov

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MULTI-HIT RAY TRACING IN DXR

by Christiaan Gribble

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A SIMPLE LOAD-BALANCING SCHEME WITH HIGH SCALING EFFICIENCY

by Dietger van Antwerpen, Daniel Seibert, and Alexander Keller

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PART III

REFLECTIONS, REFRACTIONS, AND SHADOWS

Edited by Peter Shirley

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AUTOMATIC HANDLING OF MATERIALS IN NESTED VOLUMES

by Carsten Wächter and Matthias Raab

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A MICROFACET-BASED SHADOWING FUNCTION TO SOLVE THE BUMP TERMINATOR PROBLEM

by Alejandro Conty Estevez, Pascal Lecocq, and Clifford Stein

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RAY TRACED SHADOWS: MAINTAINING REAL- TIME FRAME RATES

by Jakub Boksansky, Michael Wimmer, and Jiri Bittner

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RAY-GUIDED VOLUMETRIC WATER CAUSTICS IN SINGLE SCATTERING MEDIA WITH DXR

by Holger Gruen

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PART IV

SAMPLING

Edited by Alexander Keller

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ON THE IMPORTANCE OF SAMPLING

by Matt Pharr

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SAMPLE TRANSFORMATIONS ZOO

by Peter Shirley, Samuli Laine, David Hart, Matt Pharr, Petrik Clarberg, Eric Haines, Matthias Raab, and David Cline

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IGNORING THE INCONVENIENT WHEN TRACING RAYS

by Matt Pharr

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IMPORTANCE SAMPLING OF MANY LIGHTS ON THE GPU

by Pierre Moreau and Petrik Clarberg

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PART V

DENOISING AND FILTERING

Edited by Jacob Munkberg

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CINEMATIC RENDERING IN UE4 WITH REAL-TIME RAY TRACING AND DENOISING

by Edward Liu, Ignacio Llamas, Juan Cañada, and Patrick Kelly

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CINEMATIC RENDERING IN UE4 WITH REAL-TIME RAY TRACING AND DENOISING

by Edward Liu, Ignacio Llamas, Juan Cañada, and Patrick Kelly

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TEXTURE LEVEL OF DETAIL STRATEGIES FOR REAL-TIME RAY TRACING

by Tomas Akenine-Möller, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, and Tero Karras

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SIMPLE ENVIRONMENT MAP FILTERING USING RAY CONES AND RAY DIFFERENTIALS

by Tomas Akenine-Möller and Jim Nilsson

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IMPROVING TEMPORAL ANTIALIASING WITH ADAPTIVE RAY TRACING

by Adam Marrs, Josef Spjut, Holger Gruen, Rahul Sathe, and Morgan McGuire

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PART VI

HYBRID APPROACHES AND SYSTEMS

Edited by Morgan McGuire

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INTERACTIVE LIGHT MAP AND IRRADIANCE VOLUME PREVIEW IN FROSTBITE

by Diede Apers, Petter Edblom, Charles de Rousiers, and Sébastien Hillaire

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REAL-TIME GLOBAL ILLUMINATION WITH PHOTON MAPPING

by Niklas Smal and Maksim Aizenshtein

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HYBRID RENDERING FOR REAL-TIME RAY TRACING

by Colin Barré-Brisebois, Henrik Halén, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak, and Johan Andersson

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DEFERRED HYBRID PATH TRACING

by Thomas Schander, Clemens Musterle, and Stephan Bergmann

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INTERACTIVE RAY TRACING TECHNIQUES FOR HIGH-FIDELITY SCIENTIFIC VISUALIZATION

by John E. Stone

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PART VII

GLOBAL ILLUMINATION

Edited by Matt Pharr

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RAY TRACING INHOMOGENEOUS VOLUMES

by Matthias Raab

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EFFICIENT PARTICLE VOLUME SPLATTING IN A RAY TRACER

by Aaron Knoll, R. Keith Morley, Ingo Wald, Nick Leaf, and Peter Messmer

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CAUSTICS USING SCREEN SPACE PHOTON MAPPING

by Hyuk Kim

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VARIANCE REDUCTION VIA FOOTPRINT ESTIMATION IN THE PRESENCE OF PATH REUSE

by Johannes Jendersie

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ACCURATE REAL-TIME SPECULAR REFLECTIONS WITH RADIANCE CACHING

by Antti Hirvonen, Atte Seppälä, Maksim Aizenshtein, and Niklas Smal

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ACCURATE REAL-TIME SPECULAR REFLECTIONS WITH RADIANCE CACHING

by Antti Hirvonen, Atte Seppälä, Maksim Aizenshtein, and Niklas Smal

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“RT is the future of gaming, so the main focus is now on RT either way.”

  • Ben Archard, Metro Exodus programmer

Ray Tracing Gems 2?

raytracinggems.com

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THE DANGERS OF RAY TRACING

CAUTION: OBJECT CONTAINS CAUSTICS

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Eric Haines| ehaines@nvidia.com

QUESTIONS?