【DXR/UE4】DXR教程/UE4RTAO

DXR教程一

这个是Nvidia做的DXR的教程之一,总共14篇,主要是介绍DXR Api的使用,这套API还是非常繁琐的,如果一直关注细节的话很容易理不清思路。
事实上只需要关注TraceRay这个函数就可以很好的了解DXR的整体。这个流程中新的两个部分:加速结构(BLAS和TLAS)和ShaderTable都可以说是为TraceRay服务的,它们用于说明当ray与AccelerationStructure中的物体相交后执行哪部分程序。

Template<payload_t>
void TraceRay(RaytracingAccelerationStructure AccelerationStructure,
              uint RayFlags,
              uint InstanceInclusionMask,
              uint RayContributionToHitGroupIndex,
              uint MultiplierForGeometryContributionToHitGroupIndex,
              uint MissShaderIndex,
              RayDesc Ray,
              inout payload_t Payload);

第一个参数是使用的Top-Level Acceleration Structure。
第二个参数是Ray Flags,用于定义透明、裁剪一些提前操作。
第三个参数则用于拒绝某些Instance,

if(!((InstanceInclusionMask & InstanceMask) & 0xff)) { ignore intersection }
pInstanceDescs[i].InstanceMask = 0xFF;

当Instance的Mask设为0时,该instance会被忽略。
第四个参数是Ray Index,它的主要作用是索引次级光线。
第五个参数是两个Geometry的hit shader的距离。

教程13中的样例场景有3个实例,其中第一个实例有两个Geometry,一个是三角形,另一个是Plane,另外两个实例为三角形。同时击中后会产生一个再次发射一条阴影光线。
在这里插入图片描述
当RayGen Shader发射一条光线击中物体后,要确定接下来执行那个Hit Shader ,计算公式:

entryIndex =  
InstanceContributionToHitGroupIndex + 
GeometryIndex * MultiplierForGeometryContributionToShaderIndex + 
RayContributionToHitGroupIndex

假定击中的是Plane,那么就要执行hitshader,我们要去找hitShaderGroup的位置,HitGroupTable如下,它的起始的Offset是3个ShaderTableEntry的大小,包含8个HitShader。

	size_t hitOffset = 3 * mShaderTableEntrySize;
	raytraceDesc.HitGroupTable.StartAddress = mpShaderTable->GetGPUVirtualAddress() + hitOffset;
	raytraceDesc.HitGroupTable.StrideInBytes = mShaderTableEntrySize;
	raytraceDesc.HitGroupTable.SizeInBytes = mShaderTableEntrySize * 8;    // 8 hit-entries

找到HitShaderGroup的位置后,我们查找HitShader的索引。在上面EntryIndex的计算公式中,有两个是Shader中的参数:MultiplierForGeometryContributionToShaderIndex,
RayContributionToHitGroupIndex这两个在shader中指定,对于前者,是Instance中Geometry的数量,对于后者是Ray的index,因为是第一条光线所以Index=0。

InstanceContributionToHitGroupIndex在Top-Level AC中指定,用于说明当前的Instance在HitGroup中的位置,

	pInstanceDescs[0].InstanceID = 0;
	pInstanceDescs[0].InstanceContributionToHitGroupIndex = 0;
	``````
	for (int i = 1; i < 3; i++)
	{
		pInstanceDescs[i].InstanceID = i;
		pInstanceDescs[i].InstanceContributionToHitGroupIndex = (i * 2) + 2;
		``````
	}

3个Instace的位置分别为0,4,6.

GeometryIndex用于说明这个Geometry在Instace中的位置,这个在Bottom-Level AC中指定,对于Instace0,Plane在其中的位置为1。

经过计算得到HitShader的Index为0+1*2+0=2,即执行hitGroup中的第三个Shader。

它的代码如下:

[shader("closesthit")]
void planeChs(inout RayPayload payload, in BuiltInTriangleIntersectionAttributes attribs)
{   
	``````
    ShadowPayload Shadowpayload;
    TraceRay(gRtScene, 0 /*rayFlags*/, 0xFF, 1 /* ray index*/, 0, 1, ray, Shadowpayload);
    
    float factor = Shadowpayload.hit ? 0.1 : 1.0;
    payload.color = float4(0.9f, 0.9f, 0.9f, 1.0f) * factor;
}

也就是再发射次级光线进行阴影判断,所以Ray Index从0变成1,RayContributionToHitGroupIndex的值为1。
倒数第三个参数说明,如果未击中执行则执行MissGroup中的第2个Shader,index=1。

假设击中了Instance3,那么结果为:
entryIndex =
InstanceContributionToHitGroupIndex(6) +
GeometryIndex(0) * MultiplierForGeometryContributionToShaderIndex(0) +
RayContributionToHitGroupIndex(1)

即执行第8个shader,Index=7。

DXR剩下的部分(PipelineState,Resources等)类比光栅流程就可以了。

DXR教程二

第二份教程是在Falcor框架的基础上写的,同样是14节,与第一份教程相比,Falcor框架简化了DXR的操作,第一份教程的上千行代码在Falor框架下十几行就可以实现。

	pipeline->setPass(0, LightProbeGBufferPass::create());
	pipeline->setPass(1, GGXGlobalIlluminationPass::create("HDRColorOutput"));  
	pipeline->setPass(2, SimpleAccumulationPass::create("HDRColorOutput"));     
	pipeline->setPass(3, SimpleToneMappingPass::create("HDRColorOutput", ResourceManager::kOutputChannel)); 

总共四个Pass,第一个Pass是光栅化流程,输出一个GBuffer,包阔PosWorl,Normal,diffuse等信息。第2个Pass是RayTracing的核心,第三个Pass进行temporal accumulation,第四个Pass将结果输出。

第三个Pass的思路比较朴素,即如果前一帧和当前帧场景未发生改变,可以将前一帧(prevColor)的结果累加到当前帧(curColor),静止的帧数越多(gAccumCount),场景的噪点就会越小。

(gAccumCount * prevColor + curColor) / (gAccumCount + 1);

这个方法结合上相机位置的Jitter,不就在降噪的同时顺便进行了类似TAA的操作,Jitter是在第一个Pass中进行的。

第二个Pass的核心代码如下

	if (isGeometryValid)
	{
        // Add any emissive color from primary rays
        shadeColor = gEmitMult * pixelEmissive.rgb;

		// (Optionally) do explicit direct lighting to a random light in the scene
		if (gDoDirectGI)
			shadeColor += ggxDirect(randSeed, worldPos.xyz, worldNorm.xyz, V,
				                   difMatlColor.rgb, specMatlColor.rgb, roughness);

		// (Optionally) do indirect lighting for global illumination
		if (gDoIndirectGI && (gMaxDepth > 0))
			shadeColor += ggxIndirect(randSeed, worldPos.xyz, worldNorm.xyz, noMapN,
				                      V, difMatlColor.rgb, specMatlColor.rgb, roughness, 0);
	}

如果当前击中点有效的话,进行直接光和间接光的计算。

在计算直接光的时候,为了减小计算量,教程在多个光源中随机选择一个光源计算,

	int lightToSample = min(int(nextRand(rndSeed) * gLightsCount), gLightsCount - 1);
	``````
	// Shoot our shadow ray to our randomly selected light
	float shadowMult = float(gLightsCount) * shadowRayVisibility(hit, toLight, gMinT, distToLight);

	// Return the Lambertian shading color using the physically based Lambertian term (albedo / pi)
	return shadowMult * LdotN * lightIntensity * difColor / M_PI;

在计算间接光时,根据概率选择采样Diffuse还是Spec。

UE4 RTAO

选择了各种RT效果中最简单的RTAO来实现,主要是为了熟悉下UE Ray Tracing的流程,之前在DXR的API文档上已经浪费了够多时间了。

SSAO的问题就是只有屏幕信息,无法判断柱子后有没有物体。
在这里插入图片描述

RTAO就没有这个问题

在这里插入图片描述

#include "../Common.ush"
#include "../DeferredShadingCommon.ush"
#include "../Montecarlo.ush"
#include "../PathTracing/Utilities/PathTracingRandomSequence.ush"
#include "../SceneTextureParameters.ush"
#include"RayTracingCommon.ush"
#include "RayTracingDeferredShadingCommon.ush"
RaytracingAccelerationStructure TLAS;
RWTexture2D<float> RWAmbientOcclusionMaskUAV;
RWTexture2D<float> RWAmbientOcclusionHitDistanceUAV;

RAY_TRACING_ENTRY_RAYGEN(MyRTAORGS)
{
	//recompileShaders changed
	const uint gNumRays = 2;
	float IntensityLocal = 0.2;
	
	float Visibility = 0.0;
		
	uint2 PixelCoord = DispatchRaysIndex().xy + View.ViewRectMin;
	
	RandomSequence RandSequence;
	uint LinearIndex = CalcLinearIndex(PixelCoord);
	RandomSequence_Initialize(RandSequence, LinearIndex, View.StateFrameIndex);

	FGBufferData GBufferData = GetGBufferDataFromSceneTexturesLoad(PixelCoord);
	
	float DeviceZ = SceneDepthTexture.Load(int3(PixelCoord, 0)).r;
	float3 WorldPosition;
	float3 CameraDirection;
	ReconstructWorldPositionAndCameraDirectionFromDeviceZ(PixelCoord, DeviceZ, WorldPosition, CameraDirection);
	
	float3 WorldNormal = GBufferData.WorldNormal;
		
	float ClosestRayHitDistance = 10000.0;
	for (uint index = 0; index < gNumRays;index++)
	{
		uint DummyVariable;
		float2 RandSample = RandomSequence_GenerateSample2D(RandSequence, DummyVariable);
		float3 Direction_Tangent;
		Direction_Tangent.xy = UniformSampleDiskConcentric(RandSample);
		Direction_Tangent.z = sqrt(1.0 - dot(Direction_Tangent.xy, Direction_Tangent.xy));
		float3 Direction_World = TangentToWorld(Direction_Tangent.xyz, WorldNormal);
		
		RayDesc Ray;
		Ray.Origin = WorldPosition;
		Ray.Direction = Direction_World;
		Ray.TMin = 0.01;
		Ray.TMax = 196.0;
		
		uint RayFlags = 0;
		const uint InstanceInclusionMask = RAY_TRACING_MASK_SHADOW | RAY_TRACING_MASK_THIN_SHADOW;
		
		float RayWeight = 1.0;
		
		FMinimalPayload MinimalPayload = TraceVisibilityRay(
			TLAS,
			RayFlags,
			InstanceInclusionMask,
			PixelCoord,
			Ray);
		
		Visibility += RayWeight * (MinimalPayload.IsMiss() ? 1.0 : (1.0 - IntensityLocal) * (MinimalPayload.HitT / Ray.TMax));
		if (MinimalPayload.IsHit())
		{
			ClosestRayHitDistance = min(ClosestRayHitDistance, MinimalPayload.HitT);
		}
	}
	
	RWAmbientOcclusionMaskUAV[PixelCoord] = Visibility / float(gNumRays);
	RWAmbientOcclusionHitDistanceUAV[PixelCoord] = ClosestRayHitDistance;

}
#include"MyRTAO.h"
#include "DeferredShadingRenderer.h"

#if RHI_RAYTRACING

#include "ClearQuad.h"
#include "SceneRendering.h"
#include "SceneRenderTargets.h"
#include "SceneUtils.h"
#include "RenderTargetPool.h"
#include "RHIResources.h"
#include "UniformBuffer.h"
#include "RHI/Public/PipelineStateCache.h"
#include "Raytracing/RaytracingOptions.h"
#include "Raytracing/RayTracingMaterialHitShaders.h"//Note
#include "SceneTextureParameters.h"

#include "PostProcess/PostProcessing.h"
#include "PostProcess/SceneFilterRendering.h"

class FMyRTAORGS : public FGlobalShader
{
	DECLARE_GLOBAL_SHADER(FMyRTAORGS)
	SHADER_USE_ROOT_PARAMETER_STRUCT(FMyRTAORGS, FGlobalShader)


	static bool ShouldCompilePermutation(const FGlobalShaderPermutationParameters& Parameters)
	{
		return ShouldCompileRayTracingShadersForProject(Parameters.Platform);
	}

	BEGIN_SHADER_PARAMETER_STRUCT(FParameters, )
		SHADER_PARAMETER_SRV(RaytracingAccelerationStructure, TLAS)
		SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float>, RWAmbientOcclusionMaskUAV)
		SHADER_PARAMETER_RDG_TEXTURE_UAV(RWTexture2D<float>, RWAmbientOcclusionHitDistanceUAV)

		SHADER_PARAMETER_STRUCT_REF(FViewUniformShaderParameters, ViewUniformBuffer)
		SHADER_PARAMETER_STRUCT_INCLUDE(FSceneTextureParameters, SceneTextures)
	END_SHADER_PARAMETER_STRUCT()
};
IMPLEMENT_GLOBAL_SHADER(FMyRTAORGS, "/Engine/Private/RayTracing/MyRTAORGS.usf", "MyRTAORGS", SF_RayGen);
void FDeferredShadingSceneRenderer::MyRenderRTAO(
	FRDGBuilder& GraphBuilder,
	FViewInfo& View,
	const FSceneTextureParameters& SceneTextures,
	FRDGTextureRef* OutAmbientOcclusionTexture)
#if RHI_RAYTRACING
{
	RDG_EVENT_SCOPE(GraphBuilder, "My_RTAO");

	IScreenSpaceDenoiser::FAmbientOcclusionInputs DenoiserInputs;
	{
		FRDGTextureDesc Desc = FRDGTextureDesc::Create2D(
			SceneTextures.SceneDepthTexture->Desc.Extent,
			PF_R16F,
			FClearValueBinding::None,
			TexCreate_ShaderResource | TexCreate_RenderTargetable | TexCreate_UAV);
		DenoiserInputs.Mask = GraphBuilder.CreateTexture(Desc, TEXT("M_RTAO_TEX"));
		DenoiserInputs.RayHitDistance = GraphBuilder.CreateTexture(Desc, TEXT("M_RTAO_Hit_TEX"));
	}

	FMyRTAORGS::FParameters *PassParameters = GraphBuilder.AllocParameters<FMyRTAORGS::FParameters>();
	PassParameters->TLAS = View.RayTracingScene.RayTracingSceneRHI->GetShaderResourceView();
	PassParameters->RWAmbientOcclusionMaskUAV = GraphBuilder.CreateUAV(DenoiserInputs.Mask);
	PassParameters->RWAmbientOcclusionHitDistanceUAV = GraphBuilder.CreateUAV(DenoiserInputs.RayHitDistance);

	PassParameters->ViewUniformBuffer = View.ViewUniformBuffer;
	PassParameters->SceneTextures = SceneTextures;

	TShaderMapRef<FMyRTAORGS> RayGenerationShader(GetGlobalShaderMap(FeatureLevel));
	FIntPoint RayTracingResolution = View.ViewRect.Size();

	ClearUnusedGraphResources(RayGenerationShader, PassParameters);

	GraphBuilder.AddPass(
		RDG_EVENT_NAME("M_RTAO"),
		PassParameters,
		ERDGPassFlags::Compute,
		[PassParameters, this, &View, RayGenerationShader, RayTracingResolution](FRHICommandList& RHICmdList)
		{
			FRayTracingShaderBindingsWriter GlobalResources;
			SetShaderParameters(GlobalResources, RayGenerationShader, *PassParameters);

			// TODO: Provide material support for opacity mask
			FRayTracingPipelineState* Pipeline = View.RayTracingMaterialPipeline;

			//------------------------------------------------------
			// Declare default pipeline
			FRayTracingPipelineStateInitializer Initializer;
			Initializer.MaxPayloadSizeInBytes = 64; // sizeof(FPackedMaterialClosestHitPayload)
			FRHIRayTracingShader* RayGenShaderTable[] = { RayGenerationShader.GetRayTracingShader() };
			Initializer.SetRayGenShaderTable(RayGenShaderTable);

			FRHIRayTracingShader* HitGroupTable[] = { View.ShaderMap->GetShader<FOpaqueShadowHitGroup>().GetRayTracingShader() };
			Initializer.SetHitGroupTable(HitGroupTable);
			Initializer.bAllowHitGroupIndexing = false; // Use the same hit shader for all geometry in the scene by disabling SBT indexing.

			Pipeline = PipelineStateCache::GetAndOrCreateRayTracingPipelineState(RHICmdList, Initializer);
			//---------------------------------------------------------

			FRHIRayTracingScene* RayTracingSceneRHI = View.RayTracingScene.RayTracingSceneRHI;
			RHICmdList.RayTraceDispatch(Pipeline, RayGenerationShader.GetRayTracingShader(), RayTracingSceneRHI, GlobalResources, RayTracingResolution.X, RayTracingResolution.Y);
		});
	
	int32 DenoiserMode = 1;
	if (DenoiserMode != 0)
	{
		IScreenSpaceDenoiser::FAmbientOcclusionRayTracingConfig RayTracingConfig;
		RayTracingConfig.RayCountPerPixel = 2;

		const IScreenSpaceDenoiser* DefaultDenoiser = IScreenSpaceDenoiser::GetDefaultDenoiser();
		const IScreenSpaceDenoiser* DenoiserToUse = DenoiserMode == 1 ? DefaultDenoiser : GScreenSpaceDenoiser;

		RDG_EVENT_SCOPE(GraphBuilder, "%s%s(AmbientOcclusion) %dx%d",
			DenoiserToUse != DefaultDenoiser ? TEXT("ThirdParty ") : TEXT(""),
			DenoiserToUse->GetDebugName(),
			View.ViewRect.Width(), View.ViewRect.Height());

		IScreenSpaceDenoiser::FAmbientOcclusionOutputs DenoiserOutputs = DenoiserToUse->DenoiseAmbientOcclusion(
			GraphBuilder,
			View,
			&View.PrevViewInfo,
			SceneTextures,
			DenoiserInputs,
			RayTracingConfig);

		*OutAmbientOcclusionTexture = DenoiserOutputs.AmbientOcclusionMask;
}
	else
	{
		*OutAmbientOcclusionTexture = DenoiserInputs.Mask;
	}
}
#else
{
	unimplemented();
}
#endif
#endif
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