Ray Tracing Essentials Part 5: Ray Tracing Effects
In Part 5: Ray Tracing Effects, NVIDIA's Eric Haines runs through different types of effects that can be created through ray tracing: sharp reflections, hard shadows, depth of field, motion blur, atmospheric effects, and others. Because ray tracing’s operations closely simulate the way light propagates through a scene, it can be used to produce a wide range of effects. Sharp reflections and hard shadows come out of classical ray tracing, glossy and soft from stochastic ray tracing, and a range of global illumination effects from path tracing. Ambient occlusion can also be computed by ray casting. Film effects such as depth of field and motion blur can be achieved by varying rays in other ways. Atmospheric effects and caustics, where light is focused or dispersed by a transparent medium such as glass or water, are also possible. More details about this video can be found here: https://news.developer.nvidia.com/ray-tracing-essentials-part-5-ray-tracing-effects/
You can watch the all of the videos in the series on this YouTube Playlist:
https://www.youtube.com/playlist?list=PL5B692fm6--sgm8Uiava0IIvUojjFOCSR
Ray tracing resources page: http://bit.ly/rtrtinfo
Ray Tracing Gems: http://raytracinggems.com
On May 12, Eric Haines will present a live webinar about the Ray Tracing Essentials series. There will be a presentation, live Q&A, plus a giveaway of an NVIDIA TITAN RTX GPU (For live attendees only.) Sign up here: https://info.nvidia.com/developer-ray-tracing-webinar-reg-page.html.
Additional links:
Much of this talk was motivated and parts drawn from Morgan McGuire’s “Path Tracing Review” slideset, https://morgan3d.github.io/advanced-ray-tracing-course/path-tracing-review.pdf.
The initial image is by Alexia Rubod, https://alexiarubod.com/#/new-gallery/.
You can find more about the history and uses of the Cornell Box, https://www.graphics.cornell.edu/online/box/, real and simulated.
The large interior space was rendered with the RTX Global Illumination SDK https://news.developer.nvidia.com/announcing-nvidia-rtxgi-sdk/.
The depth of field and motion blur effects are from the Project Sol Part 3 video, https://youtu.be/b2WOjo0C-xE.
The light beam effect was rendered with Chunky, https://chunky.llbit.se/, of the Hollow Mountain build, http://vokselia.com/chunky/jpegs/, by regloh.
You can view the full Minecraft RTX demo video, https://www.youtube.com/watch?v=OnAAcJhaAAM, used in the lesson. Better yet, you can also see newer work and learn technical details, https://www.nvidia.com/en-us/geforce/news/minecraft-with-rtx-coming-soon-screenshots-and-guides/, about the project.
More on the water caustics effects is found in the books GPU Zen 2 and Ray Tracing Gems, http://raytracinggems.com.
The without and with caustics clip of the bridge is from a full demo video, https://www.youtube.com/watch?v=E9cSYrSdpR0, of the game Justice (Ni Shui Han) by NetEase Leihuo Studio.
The glass caustics images at the end are from PBRT’s gallery, https://pbrt.org/gallery.html.
Видео Ray Tracing Essentials Part 5: Ray Tracing Effects канала NVIDIA Developer
You can watch the all of the videos in the series on this YouTube Playlist:
https://www.youtube.com/playlist?list=PL5B692fm6--sgm8Uiava0IIvUojjFOCSR
Ray tracing resources page: http://bit.ly/rtrtinfo
Ray Tracing Gems: http://raytracinggems.com
On May 12, Eric Haines will present a live webinar about the Ray Tracing Essentials series. There will be a presentation, live Q&A, plus a giveaway of an NVIDIA TITAN RTX GPU (For live attendees only.) Sign up here: https://info.nvidia.com/developer-ray-tracing-webinar-reg-page.html.
Additional links:
Much of this talk was motivated and parts drawn from Morgan McGuire’s “Path Tracing Review” slideset, https://morgan3d.github.io/advanced-ray-tracing-course/path-tracing-review.pdf.
The initial image is by Alexia Rubod, https://alexiarubod.com/#/new-gallery/.
You can find more about the history and uses of the Cornell Box, https://www.graphics.cornell.edu/online/box/, real and simulated.
The large interior space was rendered with the RTX Global Illumination SDK https://news.developer.nvidia.com/announcing-nvidia-rtxgi-sdk/.
The depth of field and motion blur effects are from the Project Sol Part 3 video, https://youtu.be/b2WOjo0C-xE.
The light beam effect was rendered with Chunky, https://chunky.llbit.se/, of the Hollow Mountain build, http://vokselia.com/chunky/jpegs/, by regloh.
You can view the full Minecraft RTX demo video, https://www.youtube.com/watch?v=OnAAcJhaAAM, used in the lesson. Better yet, you can also see newer work and learn technical details, https://www.nvidia.com/en-us/geforce/news/minecraft-with-rtx-coming-soon-screenshots-and-guides/, about the project.
More on the water caustics effects is found in the books GPU Zen 2 and Ray Tracing Gems, http://raytracinggems.com.
The without and with caustics clip of the bridge is from a full demo video, https://www.youtube.com/watch?v=E9cSYrSdpR0, of the game Justice (Ni Shui Han) by NetEase Leihuo Studio.
The glass caustics images at the end are from PBRT’s gallery, https://pbrt.org/gallery.html.
Видео Ray Tracing Essentials Part 5: Ray Tracing Effects канала NVIDIA Developer
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