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Guide

Ray tracing, the new graphics revolution?

Kevin Hofer
21.8.2018
Translation: machine translated

Nvidia is calling it the biggest graphics breakthrough since the introduction of the CUDA architecture: ray tracing. The new RTX graphics cards from the inventor of the graphics processor should make real-time ray tracing accessible to the average user. What's behind this technology, and what does it mean for gamers?

Ray tracing enables realistic lighting effects and should make games even more realistic. Microsoft has developed a new DirectX Raytracing (DXR) API and Epic Games will be providing real-time ray tracing to Unreal Engine developers this year. Everything seems to be leading us towards a new graphics revolution.

Where does ray tracing come from?

What distinguishes ray tracing from rasterisation?

Ray tracing stands out thanks to its highly realistic modelling of a physical environment, but requires greater computing power. Rasterisation, on the other hand, is faster and can therefore be combined with many other algorithms. However, the rendering of rasterisation is nowhere near as impressive as that of ray tracing.

Rasterisation (polygon rasterisation)

Other algorithms such as shaders or shadow mapping are then added to the process to make the colour of the pixels more realistic.

Rasterisation is limited: an object placed outside the field of view, for example, will be ignored. It could, however, cast a shadow on the scene being viewed or even be visible elsewhere. Some of these effects can be rendered by additional algorithms such as shadow mapping, but the scenes will never look like the real thing.

That's because rasterisation doesn't work like our eye. By contrast, ray tracing is inspired by nature.

Ray tracing

Ray tracing simulates the reverse path of light to our eye. When we observe a scene, our eye receives rays from the light source that are reflected by the various objects around us.

Ray tracing technology involves sending a ray of light to each pixel from the point of view. The point of view is your perception of a two-dimensional image. The ray extends along a half-line until it encounters a three-dimensional element of the image to be rendered. This point of impact is used to determine the colour of the pixel.

In fact, ray tracing rendering is a kind of reverse light reflection, as the rays start from the point of view and go towards the light source. Incidentally, the algorithm behind John Turner Whitted's ray tracing is based on the principle of the reverse return of light. It is not suitable for rendering images, as it performs too many unnecessary calculations.

And that's not all. For an even more realistic rendering, reflection and refraction must also be taken into account. In other words, the amount of light reflected at the moment of impact and the amount of light that penetrates the material. Again, rays are sent to determine the final colour of the pixel.

In summary, ray tracing uses several types of light rays to render an image. The primary rays determine the visibility of the object. The secondary rays are made up of shadow, reflection and refraction beams and establish an illumination pattern.

If all this was a bit too theoretical for you, I recommend this tutorial (in English). You'll first learn the theory from the video, then put it all into practice.

The benefits of ray tracing

As said earlier, rasterisation allows you to achieve relatively realistic lighting effects. But ray tracing makes it possible to render reflections perfectly, without getting bogged down in complex additional algorithms. Everything is calculated directly by the rendering algorithm. The same applies to inter-reflections, for example the reflection of a rear-view mirror on the body of a car. With rasterisation, it's very difficult to reproduce this effect.

Transparency effects are another advantage of ray tracing. The correct calculation of transparency is particularly complex with rasterisation, since it depends on the rendering order. To get good results, transparent polygons would need to be sorted from furthest from the camera to closest before rendering is calculated.

In practice, this process requires too much computing power and errors are not inevitable, as the sorting would be done on polygons and not pixels. Ray tracing, on the other hand, makes it possible to render beautiful transparency effects.

It is also necessary to add the calculation of shadows In the rasterisation, it is shadow mapping, among other things, that enables them to be rendered in the image. But this requires a lot of memory and aliasing is a problem. Ray tracing avoids any problems without even needing an additional algorithm.

Graphic evolution or simple evolution?

And that something might well be ray tracing. The first game demos with ray tracing are frankly impressive. I feel like I'm in an animated film, except this one I can control. The best thing is for you to see for yourself.

The demos are breathtaking nonetheless, and we're left to rejoice in the new graphics revolution.

The new GPUs available from digitec

RTX 2080 Ti

RTX 2080

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