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Ray Tracing for Gaming Explored

Vigile brings us a follow-up to a discussion we had recently about efforts to make ray tracing a reality for video games. Daniel Pohl, a research scientist at Intel, takes us through the nuts and bolts of how ray tracing works, and he talks about how games such as Portal can benefit from this technology. Pohl also touches on the difficulty in mixing ray tracing with current methods of rendering. Quoting: "How will ray tracing for games hit the market? Many people expect it to be a smooth transition - raster only to raster plus ray tracing combined, transitioning to completely ray traced eventually. They think that in the early stages, most of the image would be still rasterized and ray tracing would be used sparingly, only in some small areas such as on a reflecting sphere. It is a nice thought and reflects what has happened so far in the development of graphics cards. The only problem is: Technically it makes no sense."

6 of 266 comments (clear)

  1. Adaptive techniques: make or break by MessyBlob · · Score: 4, Interesting

    Adaptive rendering would seem to be the way forward. Ray tracing has the advantage that you can bail out when it gets complicated, or render areas to the desired resolution. This means a developer can prioritise certain regions of the scene and ignore others: useful during scenes of fast motion, or to bring detail to stillness. The result is similar to a decoded video stream, with detail in the areas that are usefully perceived as detailed. Combining this with eye position sensing (for a single user) would improve the experience.

  2. Further Reading by moongha · · Score: 5, Interesting

    ... on the subject, from someone that doesn't have a vested interest in seeing real time ray tracing in games becoming a reality.

    http://realtimecollisiondetection.net/blog/?p=38

  3. How far we've come in just 15 years by dada21 · · Score: 5, Interesting

    I was a founder of one of the Midwest's first rendering farms back in 1993, a company that has now moved on to product design. Back then we had Pentium 60s (IIRC) with 64MB of RAM. A single frame of non-ray traced 3D Studio animation took an hour or more. We had probably 40 PCs that handled the rendering, and they'd chug along 20 hours a day spitting out literally seconds of video. I remember our first ray trace sample (can't recall the platform for the PC, though) and it took DAYS to render a single frame.

    I do remember that someone found some shortcuts for raytracing, and I wonder if that shortcut is applicable to realtime rendering today. From what I recall, the shortcut was to do the raytracing backwards, from the surface to the light sources. The shortcut didn't take into account ALL reflections, but I remember that it worked wonders for transparent surfaces and simple light sources. I know we investigated this for our business, but at the time we also were considering leaving the industry since the competition was starting to ignite. We did leave a few months early, but it was a smart move on our part rather than continue to invest in ever-faster hardware.

    Now, 15 years later, it's finally becoming a reality of sorts, or at least considered.

    Many will say that raytracing is NOT important for real time gaming, but I disagree completely. I wrote up a theory on it back in the day on how real time raytracing WOULD add a new layer of intrigue, drama and playability to the gaming world.

    First of all, real time raytracing means amazingly complex shadows and reflections. Imagine a gay where you could watch for enemies stealthily by monitoring shadows or reflections -- even shadows and reflections through glass, off of water, or other reflective/transparent materials. It definitely adds some playability and excitement, especially if you find locations that provide a target for those reflections and shadows.

    In my opinion, raytracing is not just about visual quality but about adding something that is definitely missing. My biggest problem with gaming has been the lack of peripheral vision (even with wide aspect ratios and funky fisheye effects). If you hunt, you know how important peripheral vision is, combined with truly 3D sound and even atmospheric conditions. Raytracing can definitely aid in rendering atmospheric conditions better (imagine which player would be aided by the sun in the soft fog and who would be harmed by it). It can't overcome the peripheral loss, but by producing truer shadows and reflections, you can overcome some of the gaming negatives by watching for the details.

    Of course, I also wrote that we'd likely never see true and complete raytracing in our lives. Maybe I'll be wrong, but "true and complete" raytracing is VERY VERY complicated. Even current non-real time raytracing engines don't account for every reflection, every shadow, every atmospheric condition and every change in movement. Sure, a truly infinite raytracer IS impossible, but I know that with more hardware assistance, it will get better.

    My experience over the years was ALWAYS with static images that were raytraced. They looked great, but it wasn't until I experienced raytraced animations (high res, many reflective and transparent layers with multiple light sources and a sun-source) that I really saw the benefit and how it would aid in gaming.

    The next step: a truly 3D immersive peripheral video system, maybe a curved paper-thin monitor?

  4. General purpose CPUs: a REALLY bad way to do this. by argent · · Score: 5, Interesting

    Professer Philipp Slusallek of the University of Saarbruecken demonstrated a dedicated raytracer in 2005, using a 66 MHz Xilinx FPGA with about 6 million gates. The latest ATI and nVidia GPUs have 100 times as many transistors and run at 6-8 times the clock with hundreds of times the memory bandwidth. Raytracing is completely parallelizable, and scales up almost linearly with processors, so it's not at all unlikely that if those kinds of resources were applied to raytracing instead of vectorizing you'd be able to add a raytracer capable of rendering 60+ FPS at the level of detail of the very latest games into the transistor budget of the chips they're designing now without even noticing.

    Here's a debate between Professer Slusallek and chief scientist David Kirk of nVidia: http://scarydevil.com/~peter/io/raytracing-vs-rasterization.html .

    Here's the SIGGRAPH 2005 paper, on a prototype running at 66 MHz: http://www.cs.utah.edu/classes/cs7940-010-rajeev/sum06/papers/siggraph05.pdf

    Here's their hardware page: http://graphics.cs.uni-sb.de/SaarCOR/

  5. Re:Now hear this by Cornelius+the+Great · · Score: 4, Interesting

    You completely missed the parent's point. Traditional rasterization chugs when a scene gets complex enough (I think the complexity is O(n)). Ray tracing scales very nicely (O(Log n)) and you can throw in stuff like TRUE reflection/refraction with minimal decreases in performance, with millions more polygons. Yes, rasterization is faster in current games, but throw in hundreds of millions of polygons into a scene and see what happens.

    Furthermore, rasterization requires tricks (many would call them "hacks") to make the scene approach realism. In games today, shadows are textures (or stencil volumes) created by rendering more passes. While they look "good enough", they still have artifacts and limitations falling short of realistic. Shadows in raytracing come naturally. So do reflections, and refractions. Add some global illumination and the scene looks "real".

    Rasterization requires hacks like occlusion culling, depth culling, sorting, portals, levels of detail, etc to make 3D engines run realtime, and some of these algorithms are insanely hard to implement for best case scenarios, and even then you're doing unnecessary work and wasting unnecessary ram rendering things you never see. Raytracing only renders what's on the screen.

    That being said, I don't think raytracing will completely replace rasterization, at least not right away. Eventually, some games may incorporate a hybrid approach like most commercial renderers do today (scanline rendering for geometry, add raytracing for reflections and shadows). Eventually, 3D hardware will better support raytracing, and maybe in another decade we'll begin to see fast 3D engines that use ray tracing exclusively.

    --
    Sigs are for losers
  6. Not ray tracing, radiosity by Animats · · Score: 5, Interesting

    It's amusing to read this. This guy apparently works for Intel's "find ways to use more CPU time" department. Back when I was working on physics engines, I encountered that group.

    Actually, the Holy Grail isn't real time ray tracing. It's real time radiosity. Ray-tracing works backwards from the viewpoint; radiosity works outward from the light sources. All the high-end 3D packages have radiosity renderers now. Here's a typical radiosity image. of a kitchen. Radiosity images are great for interiors, and architects now routinely use them for rendering buildings. Lighting effects work like they do in the real world. In a radiosity renderer, you don't have to add phony light sources to make up for the lack of diffuse lighting.

    There's a subtle effect that appears in radiosity images but not ray-traced images. Look at the kitchen image and look for an inside corner. Notice the dark band at the inside corner. Look at an inside corner in the real world and you'll see that, too. Neither ray-tracing nor traditional rendering produces that effect, and it's a cue the human vision system uses to resolve corners. The dark band appears as the light bounces back and forth between the two corners, with more light absorbed on each bounce. Radiosity rendering is iterative; you render the image with the starting light sources, then re-render with each illuminated surface as a light source. Each rendering cycle improves the image, until, somewhere around 5 to 50 cycles, the bounced light has mostly been absorbed.

    There are ways to precompute light maps from radiosity, then render in real time with an ordinary renderer, and those yield better-looking images of diffuse surfaces than ray-tracing would. Some games already do this. There's a demo of true real-time radiosity, but it doesn't have the "dark band in corners" effect, so it's not doing very many light bounces. Geometrics has a commercial real-time game rendering system.

    Ray-tracing can get you "ooh, shiny thing", but radiosity can get to "is that real?"