y Leveraging Ray Tracing Hardware Acceleration In Unity · 2019-05-31 · Leveraging Ray Tracing...

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Transcript of y Leveraging Ray Tracing Hardware Acceleration In Unity · 2019-05-31 · Leveraging Ray Tracing...

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Page 2: y Leveraging Ray Tracing Hardware Acceleration In Unity · 2019-05-31 · Leveraging Ray Tracing Hardware Acceleration In Unity Digital Dragons ‘19 Anis Benyoub ... Lewis Jordan

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Leveraging Ray Tracing Hardware Acceleration In UnityDigital Dragons ‘19

Anis Benyoub

Graphics Engineer@Auzaiffe

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High Definition Render Pipeline (HDRP)

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Scriptable Render Pipeline

Modern design

Designed for AAA productions

Physically Based Lighting

Book of the dead

https://github.com/Unity-Technologies/ScriptableRenderPipeline

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HDRP

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Harold HalibutThe Heretic

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Motivation

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Ray Tracing Effects

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Ray Tracing Effects

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Left: real footage. Right rendered with Unity

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Ray Tracing Effects

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Ambient Occlusion

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Ray Tracing Effects

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Ambient Occlusion Indirect Diffuse (GI)

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Ray Tracing Effects

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Ambient Occlusion Indirect Diffuse

Recursive Tracing

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Ray Tracing Effects

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Ambient Occlusion Indirect Diffuse

Indirect Specular

(Reflections)

Recursive Tracing

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Ray Tracing Effects

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Ambient Occlusion Indirect Diffuse

Indirect Specular Stochastic Area Shadows

Recursive Tracing

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Ray Tracing Effects

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Ambient Occlusion Indirect Diffuse

Indirect Specular Stochastic Area Shadows

Recursive Tracing

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Ray Tracing Effects

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Ambient Occlusion Indirect Diffuse

Indirect Specular Stochastic Area Shadows

Recursive Tracing

Hybrid (Rasterization/Ray Tracing) Renderer

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HDRP Render Graph

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A wild digital dragon appears!

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Render Graph - Deferred/Forward

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HDRP’s hybrid deferred/forward render graph

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Render Graph - Deferred/Forward

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HDRP’s hybrid deferred/forward render graph

(blue are optional steps)

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Render Graph - Deferred/Forward

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Render Graph - Deferred/Forward

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Render Graph - Deferred/Forward

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Render Graph - Deferred/Forward

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Render Graph - Deferred/Forward

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Render Graph - Forward Only

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HDRP’s forward only render graph

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Cornell Box

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Cornell Box in HDRP with stochastic area shadows and ray traced indirect diffuse

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Cornell Box

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Cornell Box

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Classic Command List

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Classic Command List

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SSR, SSAO, Conact Shadows…

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Classic Command List

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Classic Command List

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Prepass, GBuffer, Forward

Opaque, Forward Transparents, …

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Classic Command List

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Classic Command List

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SSR, SSAO, Conact Shadows…

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DXR API

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Ray Tracing Acceleration

StructureRay Tracing Shader

Pipeline

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Ray Tracing Acceleration Structure

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Ray Tracing Acceleration Structure

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BLAS

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Hybrid Renderer Command List

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Hybrid Renderer Command List

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Hybrid Renderer Command List

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Hybrid Renderer Command List

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Missing Features

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Missing Features

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Missing Features

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Missing Features

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Missing Features

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Missing Features

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Missing Features

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Surface vs Effect Type Shaders

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Surface vs Effect Type Shaders

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Frustum Culling vs Volume Culling

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Frustum Culling vs Volume Culling

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Camera Filtering vs Per Effect Filtering

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Camera Filtering vs Per Effect Filtering

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Tiled Lighting

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Cluster Lighting

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Render Graph - Deferred/Forward

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HDRP’s hybrid deferred/forward render graph

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Hybrid Render Graph

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HDRP’s hybrid rasterization/ray tracing render graph

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Hybrid Pipeline

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● Blue solved using an integrator (path tracer, photon mapper, etc.)

● Needs to be rephrased for our hybrid approach

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Hybrid Pipeline

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● Red evaluated using rasterization (almost)

● Blue evaluated using rasterization or raytracing

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Hybrid Pipeline

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● Indirect specular is approximated as an Isotropic GGX lobe

● Indirect diffuse is approximates as a Lambert lobe

● Ambient occlusion affect indirect diffuse or both

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Ray Generation

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Depth Buffer

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Ray Generation

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Depth Buffer

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Ray Generation

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Depth Buffer

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Ray Generation

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Depth Buffer

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Sampling Based Integration

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● Our budget is 1spp per effect per frame (or less)

● We use spatio-temporal reprojection/accumulation to increase

the coverage

○ Spatial coverage improved by “Blue-noise Dithered

Sampling” [Georgiev and Fajardo 2016]

○ Temporal coverage improved by iterating

over a Sobol sequence

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Sampling Based Integration

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Scrambling Tile 256x256x2

Owen Scrambled Sobol Sequence256x1x4

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Indirect Specular

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Indirect Specular

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Indirect Specular

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*

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Indirect Specular

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*

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Indirect Specular

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● Split Sum approximation [Karis 2013] is useful for variance reduction

● Blue is precomputed

● Red evaluated with rasterization or ray tracing

*

Real Shading in Unreal Engine 4 (Brian Karis)

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Indirect Specular

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Small office scene rendered with ray traced indirect specular

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Indirect Specular

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Variable Smoothness

*

Ray traced indirect specular term

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Indirect Specular

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Smoothness = 0.0

Ray traced indirect specular term

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Indirect Specular

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Indirect Specular

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Indirect Specular

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Indirect Specular

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Indirect Specular

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Indirect Specular

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38 ms for 1 spp

2080Ti @ 1920x1080

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Indirect Specular

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Indirect Specular

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Indirect Specular

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17 ms for 1 spp

38 ms for 1 spp

2080Ti @ 1920x1080

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Indirect Specular

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CS

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Indirect Specular

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CS

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Indirect Specular

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CS

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Indirect Specular

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CS

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Indirect Specular

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CSCS

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Indirect Specular

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8.74ms for 1 spp

17 ms for 1 spp

38 ms for 1 spp

2080Ti @ 1920x1080

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Ray Binning

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”It Just Works”: Ray-Traced Reflections in ’Battlefield V’Johannes Deligiannis Jan Schmid EA DICE

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Ray Binning

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Screen tiles of 32x32 pixels for binning

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Ray Binning

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Screen tiles of 32x32 pixels for binning

Generated rays in the unit sphere for a tile

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Ray Binning

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Octahedral space for ray direction binning

Generated rays in the unit sphere for a tile

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Indirect Specular

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Indirect Specular

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CS

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Indirect Specular

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CS CS

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Indirect Specular

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CS CS

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Indirect Specular

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CS CS

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Indirect Specular

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CS CS

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Indirect Specular

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CSCS CS

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Indirect Specular

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6.8ms for 1 spp

8.74ms for 1 spp

17 ms for 1 spp

38 ms for 1 spp

2080Ti @ 1920x1080

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Indirect Specular

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Variable Smoothness (Min Smoothness = 0.6)

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Indirect Specular

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2.7 ms for 1 sppVariable Smoothness (Min Smoothness = 0.6)

2080Ti @ 1920x1080

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Indirect Specular – Additional compromises

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”It Just Works”: Ray-Traced Reflections in ’Battlefield V’Johannes Deligiannis Jan Schmid EA DICE

Variable rate tracing

Mixing with ray marching

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Area Shadow

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Area Shadow

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Area Shadow

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Sponza Scene - Reference

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Area Shadow

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Area Shadow

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Area Shadow

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Variance Reduction?

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Area Shadow

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Sponza Scene - LTC only

“Real-Time Polygonal-Light Shading with Linearly Transformed Cosines”Eric Heitz, Jonathan Dupuy, Stephen Hill and David Neubelt

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Area Shadow

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“Combining Analytic Direct Illumination and Stochastic Shadows”Eric Heitz, Stephen Hill and Morgan McGuire

Sponza Scene - LTC + Stochastic Shadow

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Area Shadow - Visibility

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Area Shadow - Stochastic

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Area Shadow - Stochastic

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Area Shadow - Stochastic

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Area Shadow - Stochastic

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Area Shadow

LTC

Un

Sn

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Area Shadow - Stochastic

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Area Shadow - Stochastic

CS CS

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Area Shadow - Stochastic

12.8 ms for 4 spp

2080Ti @ 1920x1080

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Area Shadow - Stochastic

CS CS

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Area Shadow - Stochastic

Use simplestshader variant

CS CS

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Area Shadow - Stochastic

9.9 ms for 4 spp

12.8 ms for 4 spp

2080Ti @ 1920x1080

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Area Shadow - Stochastic

CS

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Area Shadow - Stochastic

CS

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Area Shadow - Stochastic

CS

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Area Shadow - Stochastic

CS CS CS

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Area Shadow - Stochastic

5 ms for 4 spp

9.9 ms for 4 spp

12.8 ms for 4 spp

2080Ti @ 1920x1080

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Recursive tracing

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Alpha Blend Transparency

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Alpha Blend Transparency

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Alpha Blend Transparency

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Alpha Blend Transparency

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Alpha Blend Transparency

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Screen Space Refraction

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Screen Space Refraction

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??

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Screen Space Refraction

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Ray Traced Transparency

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Ray Traced Transparency

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Ray Traced Transparency

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Ray Traced Transparency

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Ray Traced Transparency

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Ray Traced Transparency

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Hybrid Transparent Render Graph

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Takeaways

● Naive is possible but not viable performance wise

● Reduce variance with analytic approximation/precomputation

● Forward materials are a real problem

● Sometimes rasterization is good enough

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Takeaways

● Bin rays when distribution requires it

● Avoid anyhit as much as possible

● Take advantage of compute shaders when possible

● Some rasterization paradigms are incompatible with ray tracing

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Takeaways

● Manage resources lifetime to avoid render target allocation

● Temporal reprojection/accumulation is key for denoising

● For real time, ray budget is extremely tight

● It might not make your image prettier, simply more accurate

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Future Improvements

● Mix ray traced effects with their rasterized variant

● Lower resolution effects and up-sample all effects

● Use ray tracing for non rendering applications

● Path tracer for reference

● Skinned meshes and particle support

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Acknowledgement

Unity Graphics TeamSebastien Lagarde (Unity)Kate McFadden (Unity)Dany Ayoub (Unity)Alexandre Cepisul (L&S)Awen Couellan (L&S)Aymeric du Chéné (L&S)Mike Geig (Unity)Emmanuel Turquin (Unity)Laurent Harduin (Unity)Ionut Nedelcu (Unity)Arnaud Carré (Unity)Joel de Vahl (Unity)Tim Cooper (Unity)

Eric Heitz (Unity)Francesco Cifariello Ciardi (Unity)Antoine Lelievre (Unity)Cyril Jover (Unity)Lewis Jordan (Unity)Natasha Tatarchuk (Unity)Jesper Mortensen (Unity)Tian Ning (Unity)Melissa Chou (Unity)

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Questions

https://github.com/Unity-Technologies/ScriptableRenderPipeline

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Indirect Specular

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Indirect Specular

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Area Shadow

LTC

Un

Sn

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Area Shadow

LTC

Un

Sn

denoise(Un)

denoise(Sn)

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Area Shadow

denoise(Un)

denoise(Sn)

denoise(Sn) / denoise(Un)

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Area Shadow

denoise(Sn) / denoise(Un) LTC LTC + Stochastic Shadow