The next step consumes the intersection results. The intersection data could just be the distance to the intersection point, but it typically includes additional data such as the index of the triangle that was hit and the very center coordinates of the intersection point. Those rays are then intersected against the geometry in the scene, which is usually made of triangles. Each ray is defined by its origin point and its direction vector. So, if you look at a typical Ray Tracing application, they all follow roughly the same outline.įirst, we generate some rays. So, let's first review how Ray Tracing works in Metal and then we'll move on to some more advanced topics. So, we need a sophisticated noise reduction strategy.įortunately, Metal has built in support for Ray Tracing and Denoising. So, we need to careful with our sampling strategies, random number generation, and so on.įinally, even with these techniques we won't be able to cast enough rays to remove all the noise. This means that the ray intersection itself has to be as efficient as possible and we also have to make effective use of our limited ray budget. Second, performance is now even more critical. So, we need to be able to support both camera and object motion. And this actually introduces some new requirements.įirst, in real-time applications objects tend to move around. Recently, Ray Tracing has also started to be used in real-time applications such as games. This allows these applications to render photo realistic reflections, refractions, shadows, global illumination, and more. #Rays learning report assistant for mac Offline#In particular Ray Tracing is often used in offline rendering applications to simulate individual rays of light bouncing around a scene. So, Ray Tracing has applications in rendering, audio, physics simulation, and more. Ray Tracing applications are based on tracing the paths the rays take as they interact with a scene. So, let's first review what Ray Tracing is. In this session we're going to talk about Ray Tracing. #Rays learning report assistant for mac software#My name is Sean and I'm an engineer on Apple's GPU Software Team.
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