RAY TRACING and other RENDERING METHODS
Video Statistics and Information
Channel: Andrey Lebrov
Views: 226,557
Rating: undefined out of 5
Keywords: lebrov, cg, vfx, tutorial, how to, learning, filmmaking, step up, master, rendering, rasterizer, ray tracing, path tracing, ray casting, turner whitted, light rays, explained, render methods, RTX, RTX 2018, RTX2080, real time ray tracing, optix, denoising
Id: LAsnQoBUG4Q
Channel Id: undefined
Length: 10min 22sec (622 seconds)
Published: Tue Jul 31 2018
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So path tracing is the method closest to how light bounces off of objects but its not available in real time rendering due to the massive number of calculations necessary.
So 2080 AD then?
What's that fucking glowy thing on the shelf?
The key with these is accuracy, you don't need to calculate everything in the environment, nor do you need to calculate every bounce. With good engine support, I can't see either being that far off, but much like you don't run SSAA at max, neither will you be running RT or PT at max for a while, if ever.
Ray tracing is a useful step, but it won't be the end state. In the end, you'll want to solve the full illumination equation, and that requires at least a radiosity model. With ray tracing, the interplay between colors of surfaces and their mutual illumination isn't captured. This (standard graphics pipeline) vs. ray tracing vs. radiosity trade-off has been going on for over 20 years. It won't end until the highest quality is so cheap that no one considers anything else … if that ever occurs.
Oh this is you? Nice!
To get an idea of the modern history of Ray Tracing we posted a Dev blog about it. It's written by J. Turner Whitted who helped outline the modern foundation for RT. It doesn't touch on path tracing, but gives some direct "I was there" insight into RT and the research that goes into bringing these ideas from concept to commodity.
Interesting. Thank you!
Do you actually know if NVidia will work on their Mental Ray or if they switch to working on Optix for Arnold?