Hybrid Ray Tracing - Final demo, real-time
The video concludes 4 years of work on this engine (1500+ hours). The engine uses raytracing at its core and DX11, but the most important part is image processing behind reflections and shadows, which allows the demo to run in realtime (usually), despite having horribly slow raytracing implementation (probably 20-50x slower than could be).
Current raytracing implementation has fixed cost per object which kills FPS for largers scenes (like Sponza) and accounts for 95% of cost then. It needs to be replaced with DX12, accessing objects from within the shader (rather then passing one by one at individual calls). Maybe even DXR can be used to get some hardware acceleration - we will see. Potentially, large scenes can be displayed as fast as small ones if raytracing part becomes fast enough.
Видео Hybrid Ray Tracing - Final demo, real-time канала Daniel Krakowiak
Current raytracing implementation has fixed cost per object which kills FPS for largers scenes (like Sponza) and accounts for 95% of cost then. It needs to be replaced with DX12, accessing objects from within the shader (rather then passing one by one at individual calls). Maybe even DXR can be used to get some hardware acceleration - we will see. Potentially, large scenes can be displayed as fast as small ones if raytracing part becomes fast enough.
Видео Hybrid Ray Tracing - Final demo, real-time канала Daniel Krakowiak
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