Jeste se vrtatim zpet. Opisu z FAQ Quake II modu:
While it is true that Quake II is a relatively old game with rather low geometric complexity, the limiting factor of path tracing is not primarily raytracing or geometric complexity. In fact, the current prototype could trace many more rays without a notable change in frame rate. The computational cost of the techniques used in the Q2VKPT prototype mainly depend on the number of (indirect) light scattering computations and the number of light sources. Quake II was already designed with many light sources when it was first released, in that sense it is still quite a modern game. Also, the number of light scattering events does not depend on scene complexity. It is therefore thinkable that the techniques we use could well scale up to more recent games.
a z citace kterou jsem dal vyse
A ray tracers is sensitive to the number of polygons in a scene. The more polygons you have, the longer it will take. Path tracers can be indifferent to the number of polygons. You could have 100 or 100,000,000 without a huge difference in rendering speed. However, add a light, transparency, translucence, or other shader effects, and the path tracer will slow down considerably.
Path tracingu nevadi komplexita sceny, tedy zda je to nova nebo stara hra s rozdilnym mnozstvim polygonu, ale pocty svetel a prusvitnych, pruhlednych povrchu a shaderu. Path tracing je vice narocny a ten se primarne pouziva ve filmovym prumyslu. To co prevedla nV neni path tracing, ale jiny zpusob, blizsi zakladnimu Ray tracingu. Na prednasce Epicu o RT GI vesmes vynechali, jelikoz ho zatim nemaji hotovy a nevyresili s nim problemy. Zatim tam je jen experimentalni verze, ktera v realtime dela takovy rozmazany fleky. O Metru se da zjistit toto:
“Metro Exodus uses ray-traced global illumination to render dynamic scenes with more realistic indirect and diffuse lighting that updates in real-time as lighting changes, and as events occur in the game world. In other words, the light bounces naturally, illuminating and brightening surrounding detail. And if the sun moves or window shades open, the room’s lighting realistically changes, presenting the room in an entirely new light (literally), compared to non-ray-traced methods. Global illumination simulates both direct and indirect illumination in a scene. The light that hits a nearby object will reflect and scatter off that nearby object and will color the surrounding area. The ball on the right-side of the above diagram could be a colored ball, and that effectively would influence the color of surfaces around it. So, in the above-diagrammed GI case, the eye is looking into the bottom corner, and rays are being cast in random directions. The global illumination algorithm literally casts rays in random directions from a surface point and collects light information from multiple objects intersected by the random rays. The process is not exactly the same as calculating reflection rays based on the incident angle. Instead, rays are cast in random directions and the returned light information is added to color the local pixel. Then you add that with all the other shading going on and what you get is a bunch of cool direct and indirect lighting effects that are making things very dynamic as the camera moves around the scene."
https://www.tomshardware.com/reviews/nv ... 085-3.html To dle popisu neni path tracing, ale spis blize klasice, proto to ani jako patch tracing nenazyvaji, ale rikaji tomu ray traced global ilumination a pouzivaji nejaky svuj alegoritmus.
PS:
Jinak takovy RT demicko pod Vulkanem
https://github.com/GPSnoopy/RayTracingInVulkan
Download
https://github.com/GPSnoopy/RayTracingI ... lkan.r2.7z
Command line: RayTracer.exe --benchmark --width xxxx --height xxxx --fullscreen --scene 1 (až 4)