Nothing Special   »   [go: up one dir, main page]

skip to main content
research-article

Light Path Guided Culling for Hybrid Real-Time Path Tracing

Published: 09 August 2024 Publication History

Abstract

Rendering visually convincing images requires realistic lighting. Path tracing has long been used in offline rendering to produce photorealistic images. While recent hardware advancements allow ray tracing methods to be employed in real-time renderers, they come with a significant performance and memory impact. Real-time path tracing remains a challenge. We present light path guided culling (LiPaC), a novel culling algorithm for ray tracing that achieves almost optimal culling results by considering the number of light paths encountered by objects. In addition, we describe a hybrid path tracing pipeline using LiPaC to render large and highly dynamic scenes in real-time on the current generation of consumer hardware.

References

[1]
James Arvo et al. 1986. Backward ray tracing. In Developments in Ray Tracing, Computer Graphics, Proc. of ACM SIGGRAPH 86 Course Notes. 259--263.
[2]
Louis Bavoil, Edward Liu, Peter Shirley, and Morgan McGuire. 2018. Hybrid Ray-Traced Ambient Occlusion. 4 pages. https://casual-effects.com/research/Bavoil2018AO/index.html Poster at HPG18 ACM SIGGRAPH / Eurographics High Performance Graphics.
[3]
A. Beacco, N. Pelechano, and C. Andújar. 2016. A Survey of Real-Time Crowd Rendering. Computer Graphics Forum (2016). https://doi.org/10.1111/cgf.12774
[4]
Carsten Benthin and Christoph Peters. 2023. Real-Time Ray Tracing of Micro-Poly Geometry with Hierarchical Level of Detail. Computer Graphics Forum 42, 8 (2023), e14868. https://doi.org/10.1111/cgf.14868 arXiv:https://onlinelibrary.wiley.com/doi/pdf/10.1111/cgf.14868
[5]
Benedikt Bitterli, Chris Wyman, Matt Pharr, Peter Shirley, Aaron Lefohn, and Wojciech Jarosz. 2020. Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting. ACM Transactions on Graphics (Proceedings of SIGGRAPH) 39, 4 (7 2020). https://doi.org/10/gg8xc7
[6]
Jakub Boksansky, Michael Wimmer, and Jiri Bittner. 2019. Ray Traced Shadows: Maintaining Real-Time Frame Rates: High-Quality and Real-Time Rendering with DXR and Other APIs. 159--182. https://doi.org/10.1007/978-1-4842-4427-2_13
[7]
Stephanie Brenham and Ihor Szlachtycz. 2022. Performant Reflective Beauty: Hybrid Ray Traced Reflections In Far Cry 6. https://gpuopen.com/gdc-presentations/2022/GDC_Performant_Reflective_Beauty_Hybrid_Ray_Traced_Reflections_In_Far_Cry_6.pdf
[8]
Andrew Burnes. 2023. Cyberpunk 2077: Technology Preview Of New Ray Tracing Overdrive Mode Out Now. https://www.nvidia.com/en-us/geforce/news/cyberpunk-2077-ray-tracing-overdrive-update-launches-april-11/
[9]
Jiho Choi, Jim Kjellin, Patrik Willbo, and Dmitry Zhdan. 2020. Ray Traced Reflections in 'Wolfenstein: Youngblood'. https://www.gdcvault.com/play/1026723/Ray-Traced-Reflections-in-Wolfenstein
[10]
Johannes Deligiannis and Jan Schmid. 2019. 'It Just Works": Ray-Traced Reflections in 'Battlefield V. https://www.gdcvault.com/play/1026282/It-Just-Works-Ray-Traced
[11]
Alex Dunn. 2019. Tips and Tricks: Ray Tracing Best Practices. https://developer.nvidia.com/blog/rtx-best-practices/
[12]
Simon Fenney and Alper Ozkan. 2023. Compressed Opacity Maps for Ray Tracing. In High-Performance Graphics - Symposium Papers, Jacco Bikker and Christiaan Gribble (Eds.). The Eurographics Association. https://doi.org/10.2312/hpg.20231133
[13]
Holger Gruen. 2020. Are we done with hardware ray tracing? https://www.highperformancegraphics.org/slides20/monday_gruen.pdf
[14]
Tobias Hector, Joshua Barczak, and Eric Werness. 2020. Ray Tracing In Vulkan. https://www.khronos.org/blog/ray-tracing-in-vulkan
[15]
Warren Hunt, William Mark, and Don Fussell. 2007. Fast and Lazy Build of Acceleration Structures from Scene Hierarchies. IEEE/EG Symposium on Interactive Ray Tracing 2007, 47--54. https://doi.org/10.1109/RT.2007.4342590
[16]
James T. Kajiya. 1986. The Rendering Equation. In Proceedings of the 13th Annual Conference on Computer Graphics and Interactive Techniques (SIGGRAPH '86). Association for Computing Machinery, New York, NY, USA, 143--150. https://doi.org/10.1145/15922.15902
[17]
Timothy L. Kay and James T. Kajiya. 1986. Ray Tracing Complex Scenes. SIGGRAPH Comput. Graph. 20, 4 (8 1986), 269--278. https://doi.org/10.1145/15886.15916
[18]
Won-Jong Lee and Gabor Liktor. 2020. Lazy Build of Acceleration Structures with Traversal Shaders. In SIGGRAPH Asia 2020 Technical Communications (Virtual Event, Republic of Korea) (SA '20). Association for Computing Machinery, New York, NY, USA, Article 11, 4 pages. https://doi.org/10.1145/3410700.3425430
[19]
Won-Jong Lee, Gabor Liktor, and Karthik Vaidyanathan. 2019. Flexible Ray Traversal with an Extended Programming Model. In SIGGRAPH Asia 2019 Technical Briefs (Brisbane, QLD, Australia) (SA '19). Association for Computing Machinery, New York, NY, USA, 17--20. https://doi.org/10.1145/3355088.3365149
[20]
Haolin Lu, Wesley Chang, Trevor Hedstrom, and Tzu-Mao Li. 2024. Real-Time Path Guiding Using Bounding Voxel Sampling. ACM Transactions on Graphics (Proceedings of SIGGRAPH) 43, 4 (2024). https://doi.org/10.1145/3658203
[21]
Zander Majercik, Jean-Philippe Guertin, and Morgan McGuire. 2019. Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields. In Journal of Computer Graphics Techniques Vol. 8, No. 2. https://www.jcgt.org/published/0008/02/01/paper-lowres.pdf
[22]
Evgeny Makarov. 2023. Practical Tips for Optimizing Ray Tracing. https://developer.nvidia.com/blog/practical-tips-for-optimizing-ray-tracing/
[23]
Alexander Rath, Pascal Grittmann, Sebastian Herholz, Philippe Weier, and Philipp Slusallek. 2022. EARS: efficiency-aware russian roulette and splitting. ACM Trans. Graph. 41, 4, Article 81 (jul 2022), 14 pages. https://doi.org/10.1145/3528223.3530168
[24]
Hanan Samet. 1984. The Quadtree and Related Hierarchical Data Structures. ACM Comput. Surv. 16, 2 (6 1984), 187--260. https://doi.org/10.1145/356924.356930
[25]
Christoph Schied. 2019. Video Series: Path Tracing for Quake II in Two Months. https://developer.nvidia.com/blog/path-tracing-quake-ii/
[26]
Christoph Schied, Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty R. Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, Aaron Lefohn, and Marco Salvi. 2017. Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination. In Proceedings of High Performance Graphics (Los Angeles, California) (HPG '17). Association for Computing Machinery, New York, NY, USA, Article 2, 12 pages. https://doi.org/10.1145/3105762.3105770
[27]
Juha Sjoholm. 2020. Best Practices: Using NVIDIA RTX Ray Tracing (Updated). https://developer.nvidia.com/blog/best-practices-using-nvidia-rtx-ray-tracing/
[28]
Thomas Willberger, Clemens Musterle, and Stephan Bergmann. 2019. Deferred Hybrid Path Tracing: High-Quality and Real-Time Rendering with DXR and Other APIs. 475--492. https://doi.org/10.1007/978-1-4842-4427-2_26
[29]
Chris Wyman, Shawn Hargreaves, Peter Shirley, and Colin Barré-Brisebois. 2018. Introduction to DirectX Raytracing. In ACM SIGGRAPH 2018 Courses (Vancouver, British Columbia, Canada) (SIGGRAPH '18). Association for Computing Machinery, New York, NY, USA, Article 9, 1 pages. https://doi.org/10.1145/3214834.3231814
[30]
Dmitry Zhdan. 2021. ReBLUR: A Hierarchical Recurrent Denoiser. Apress, Berkeley, CA, 823--844. https://doi.org/10.1007/978-1-4842-7185-8_49

Index Terms

  1. Light Path Guided Culling for Hybrid Real-Time Path Tracing

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
    Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 7, Issue 3
    August 2024
    363 pages
    EISSN:2577-6193
    DOI:10.1145/3688389
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 09 August 2024
    Published in PACMCGIT Volume 7, Issue 3

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Culling
    2. Games
    3. Hybrid Rendering
    4. Path Tracing
    5. Ray Tracing
    6. Real-Time

    Qualifiers

    • Research-article
    • Research
    • Refereed

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • 0
      Total Citations
    • 156
      Total Downloads
    • Downloads (Last 12 months)156
    • Downloads (Last 6 weeks)17
    Reflects downloads up to 19 Nov 2024

    Other Metrics

    Citations

    View Options

    Login options

    Full Access

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media