Author Topic: Does anyone think Real-Time ray-tracing will be revolutionary?  (Read 5290 times)

still tho, real time ray tracing in games is a niche feature like physx, it's gonna be a few generations until it's smooth like current, non raytraced stuff
youre still thinking about using it for lighting which is indeed not meant for this decade. but like i said, thats not where the business is at. ray tracing is revolutionary and everyone is excited, but for VR performance purposes, not to light up videogame scenes

Once graphics cards get a bit more powerful and small, I think raytracing will be a huge step for making VR even more real than it currently is, then it will probably take off. We are not there yet tho

o fuk woops

either way the normal definition of them has been around for years
yeah but no commercial graphics card can do full raytracing for light simulation in real time, it takes disney hundreds of hours to render their movies using it.

even the RTX chips from Nvidia can only do it somewhat

youre still thinking about using it for lighting which is indeed not meant for this decade. but like i said, thats not where the business is at. ray tracing is revolutionary and everyone is excited, but for VR performance purposes, not to light up videogame scenes
how does it improve vr performance? you mentioned depth of field, is that for DoF blur, or some other thing?

how does it improve vr performance? you mentioned depth of field, is that for DoF blur, or some other thing?
its indeed the blurring of anything your eyes are not looking at, like the real life equivalent. This is achieved with an eyetracker. It allows the blurred textures to be lower res and the blurred objects to load a lower LOD model
« Last Edit: June 04, 2019, 01:07:45 PM by sleep »

Ray tracing is the new YouTube fad, I've seen videos in Minecraft, GTA 5 and other games showing the tech.

how does it improve vr performance? you mentioned depth of field, is that for DoF blur, or some other thing?
it doesnt improve performance, it's adds a level of detail

computer graphics as we know it now is just an approximation of real life, things like ambient occlusion are only fast models of what it would look like irl but not actually the same.

ray tracing on the other hand is simulating every single beam of light in the scene, this was insanely computationally intensive until recently, so it was never used in real-time graphics. But it creates really really really photo-realistic looking images compared to any other rendering technique

Ray tracing is the new YouTube fad, I've seen videos in Minecraft, GTA 5 and other games showing the tech.
mostly because of the rtx cards nvidia released lol

it doesnt improve performance, it's adds a level of detail

computer graphics as we know it now is just an approximation of real life, things like ambient occlusion are only fast models of what it would look like irl but not actually the same.
can you read what we were talking about if youre gonna respond to a mid-convo post

can you read
yes i can read
what we were talking about if youre gonna respond to a mid-convo post
o

i understand what you are saying, but what you are describing is eye tracking not ray tracing lol. its ray casting. it's a completely different thing
« Last Edit: June 04, 2019, 02:48:41 PM by Aide33 »

yes i can reado

i understand what you are saying, but what you are describing is eye tracking not ray tracing lol. its ray casting. it's a completely different thing
https://pdfs.semanticscholar.org/777f/9efef5d98867dfccddfbe0ec0c55ba97e7a7.pdf
p-please

sleep loving owns aide

i knew i was outclassed as soon as hoot corrected me the first time

p-please
you are absolutely loving handicapped, that paper has nothing to do with ray tracing at all. it specifically outlines methods of post processing to approximate DoF.

The three algorithms it describes are image space algorithms, which operate on the pixels after they have been rendered. Ray-tracing itself is a rendering technique to generate the pixels themselves, it even says in the paper itself where it uses a ray-traced image as a benchmark to see if their approximated DoF is accurate to real life.

you can't just control-f on google for papers that have ray tracing and vr in it to prove your point. especially when the paper linked has nothing to do with ray tracing at all
sleep loving owns aide

i knew i was outclassed as soon as hoot corrected me the first time
literally no, he just lazily posted a paper that has nothing to do with ray tracing
« Last Edit: June 04, 2019, 03:39:31 PM by Aide33 »

We are talking about three different things here:

1. Ray-Tracing, a technique to simulate light rays bouncing through a scene, hugely computationally intensive, barely practical for video game rendering until recently. It creates photo-realistic images that can have DoF (trust me, I literally built my own ray tracer before)

2. Ray-Casting, a technique to solve different problems in 3D video game design where you use ray intersection to solve problems. Examples: seeing what the player is looking at, you fire a ray to see what objects get hit. this can be used with eye tracking to see what you are looking at

3. Post-processing DoF algorithms, post processing algorithms are algorithms run on the images pixels after its been rendered through raster graphics or ray tracing, examples of it that approximate DoF are the 3 algorithms in the paper thats been linked, these have nothing to do with ray tracing or casting. They are simply a fast way of calculating an approximation of DoF for real time video games.
« Last Edit: June 04, 2019, 03:50:02 PM by Aide33 »

im gonna ray cast a bullet through your heart

you are absolutely loving handicapped, that paper has nothing to do with ray tracing at all. it specifically outlines methods of post processing to approximate DoF.

The three algorithms it describes are image space algorithms, which operate on the pixels after they have been rendered. Ray-tracing itself is a rendering technique to generate the pixels themselves, it even says in the paper itself where it uses a ray-traced image as a benchmark to see if their approximated DoF is accurate to real life.

you can't just control-f on google for papers that have ray tracing and vr in it to prove your point. especially when the paper linked has nothing to do with ray tracing at allliterally no, he just lazily posted a paper that has nothing to do with ray tracing
https://www.researchgate.net/publication/309520225_Foveated_Real-Time_Ray_Tracing_for_Head-Mounted_Displays here this one is in line with what ive been posting. you can call me handicapped if my posts were wrong as well but it was just the article, dont over react. i edited the article in the previous post

here is another one https://kth.diva-portal.org/smash/get/diva2:947325/FULLTEXT01.pdf
« Last Edit: June 04, 2019, 03:53:34 PM by sleep »

https://www.researchgate.net/publication/309520225_Foveated_Real-Time_Ray_Tracing_for_Head-Mounted_Displays here this one is in line with what ive been posting. you can call me handicapped if my posts were wrong as well but it was just the article, dont over react. i edited the article in the previous post

here is another one https://kth.diva-portal.org/smash/get/diva2:947325/FULLTEXT01.pdf
Again you are still wrong in your explanation of what you posted, both abstracts of the papers prove this:
Quote from: the first paper
Yet, ray tracing has been mainly held back by its per-formance as it is challenging to achieve the same performance asrasterization without specific hardware acceleration. In this paper,we introduce a novel ray-tracing-based foveated rendering systemcapable of rendering high-quality images fast enough for modernHMDs
My main gripe with your posts is that you said ray-tracing enables faster rendering which is not the case because ray-tracing is by definition slower than all other methods of rendering. The real innovation in both of these papers is foveated rendering, which adapts the amount of things you need to render based on where you are looking, this in turn makes ray-tracing viable for commercial VR application.

Both of those papers use ray tracing as the rendering algorithm, but this is only made possible through foveated rendering which is not an inherent quality of ray tracing.

in your post:
youre still thinking about using it for lighting which is indeed not meant for this decade. but like i said, thats not where the business is at. ray tracing is revolutionary and everyone is excited, but for VR performance purposes, not to light up videogame scenes
this is completely wrong. the two papers you linked actually use ray tracing to light and render their scenes, and it's only possible through their novel use of foveated rendering techniques

stop posting half truths and incorrect information while trying to fish for papers that have a words that you want in them
« Last Edit: June 04, 2019, 04:04:33 PM by Aide33 »