Introduction to DirectX Raytracing

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  • เผยแพร่เมื่อ 13 ส.ค. 2018
  • This course is an introduction to Microsoft's DirectX Raytracing API suitable for students, faculty, rendering engineers, and industry researchers. The first half focuses on ray tracing basics and incremental, open-source shader tutorials accessible for novices. The second half covers API specifics for developers integrating ray tracing into existing raster-based applications.
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ความคิดเห็น • 22

  • @justdoingodswork
    @justdoingodswork 10 หลายเดือนก่อน +4

    @41:51 Traversal Loop
    @47:17 Payload
    @51:05 Simple Example Code Shader
    @1:03:01 Code Structure
    @1:07:42 How to read Code
    @1:12:25 Ambient Occulusion Shaders
    @1:19:07 Shadow Ray, GI
    @1:21:44 Difuse Shades

  • @alexfrasson6775
    @alexfrasson6775 5 ปีที่แล้ว +37

    Starts at 5:10

  • @khrob
    @khrob 5 ปีที่แล้ว +11

    Second section starts at 1:47:00

  • @zhangbo0037
    @zhangbo0037 5 ปีที่แล้ว +3

    Thanks for sharing this great video to us and it is really helpful for me to learn the new things of DirectX 12

  • @logins
    @logins 3 ปีที่แล้ว +1

    Very well explained, thanks a lot for all this free and great content!

  • @zhangbo0037
    @zhangbo0037 5 ปีที่แล้ว

    1:24:03, question_1: Why devide "π" in here? Why do albedo diffuse color / 3.1415926 ?
    1:27:29, question_2: should I put " pay.rayDepth += 1; " after " pay.color = DiffuseShade(...) " this line? If don't need it, how they Update "rayDepth" when each hitting ?
    1:41:19 So curious about the new NVidia denoising method

  • @suri4Musiq
    @suri4Musiq 5 ปีที่แล้ว +2

    Peter I hear you...:D Await awesome things in ray tracing, the game has just heated up!

  • @aladdin8623
    @aladdin8623 2 ปีที่แล้ว +3

    The massive shortcoming with closed APIs is, they do restrict the application's range and does cost additional resources for porting.

  • @sangeetrajan8216
    @sangeetrajan8216 3 ปีที่แล้ว

    wowza

  • @ShredST
    @ShredST 5 ปีที่แล้ว +3

    Huh so you're locked into whatever acceleration structure the vendor provides?

    • @johannesugb
      @johannesugb 5 ปีที่แล้ว

      That's what I am asking myself, too! I mean, it's cool that there is a stock acceleration structure. But can it handle all cases efficiently? I mean, the acceleration structure works only on AABBs, the precise geometry hit-test can be implemented in a shader if you decide not to use triangles, if I understood it correctly. Maybe there exists something like the single best AABB-BVH implementation and this is what's provided? I don't know, I'm not an expert on this. But maybe someone with some experience could comment on this?!

  • @ReactsBrutal
    @ReactsBrutal 4 ปีที่แล้ว

    Does DirectX R raytracing support mobile?

    • @Shivang4
      @Shivang4 4 ปีที่แล้ว +1

      No. However do check it up on Vulkan API.

  • @contimusic8357
    @contimusic8357 5 ปีที่แล้ว

    Cool, would you be interested in using my music for free? Good work!

  • @philipcooper8297
    @philipcooper8297 5 ปีที่แล้ว

    PhysX 2.0

    • @ShredST
      @ShredST 5 ปีที่แล้ว

      oh hi guy who knows nothing

    • @TroutButter
      @TroutButter 5 ปีที่แล้ว +2

      4.0 is out now. But, I'm not sure what this has to do with raytracing?

    • @ShredST
      @ShredST 5 ปีที่แล้ว +1

      @@TroutButter He tried to equate ray tracing with physx, implying that it's just a fad.

    • @Shivang4
      @Shivang4 3 ปีที่แล้ว

      @@ShredST Wow he must be really stupid .