Re:A Ray-Tracing Pioneer Explains How He Stumbled into Globa...
by valine on Friday August 03, 2018 @01:52AM
(#17677550)
I don’t think that’s realtime path tracing. It looks to me like they’re doing ray traced reflections and shadows and combining that with light probe global illumination. It’s cool, but not revolutionary.
Re:A Ray-Tracing Pioneer Explains How He Stumbled into Globa...
by joosters on Friday August 03, 2018 @08:27AM
(#17679267)
Good to see that they are following the universal law of raytracing demos: a reflective sphere stuck randomly into the scene (at just under two minutes into the first video)
If you're trying to demonstrate the 'real world usefulness' of raytracing in games, the appearance of shiny ball bearings is a clear sign that you've run out of ideas.
Re:A Ray-Tracing Pioneer Explains How He Stumbled into Globa...
by gt_ on Friday August 03, 2018 @03:07AM
(#17677809)
These samples just don’t look that impressive to me. It looks like they are just milking some tweaks in each one.
[1] Looks really good but only one light source and barely even a bounce of light. Nice backlight halo, but that’s not ray-tracing.
[2] Obviously a lot going on here and some progress of some sort but if only all the reflections weren’t so blurry. What’s up with that?
[3] 99% of what makes this scene look good is the PBR texture tuning. This lighting does not look good and nothing is moving. Very few reflections and small but they do look proper.
- What you said is true of any rendering method you use. If you have a complex scene, it'll take more time to render one frame.
- What I said about 2018 or 2019 is what nVidia's promotion is all about. See the demos linked at the bottom of my comment. They keep calling it 'real-time ray tracing' but it's really 'real-time path tracing'. And it's already happening.
[1] https://www.youtube.com/watch?v=Vdnwrt3Xdak
[2] https://www.youtube.com/watch?v=tjf-1BxpR9c
[3] https://www.youtube.com/watch?v=jkhBlmKtEAk