屏幕空间反射和光线追踪_【解决方案日回放】NVIDIA Quadro助力Unity的实时光线追踪技术...

随着对高保真画面的需求增加,实时光线追踪技术成为趋势。Unity的高清渲染管线(HDRP)支持硬件加速的实时光线追踪,提供更真实的全局光照和环境光遮蔽效果。在问答环节中,确认了多GPU加速、RTX A6000的性能提升以及光线追踪反射次数的可配置性。
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内容从离线的转为实时的已经是大势所趋,随着大众对高保真画面的不断追求,实时光线追踪技术应运而生。Unity基于可编程高清渲染管线(HDRP)下的实时光线追踪技术,可以更真实地模拟光作用于场景中各种基于物理的对象,材质的表现。

高清渲染管线(HDRP)包括了实时光追的支持,以及硬件加速(须NVIDIA相应显卡),允许使用真正实时的全局光照(GI)和环境光遮蔽(AO)等效果,以满足用户无论是拟真化,还是艺术风格化的实时画面表现。

下图为光线追踪反射和屏幕空间反射的对比图,光线追踪反射取代了屏幕空间反射,前者采用光线追踪反射技术,可利用屏幕外的数据。

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解决方案日视频回放

知乎视频​www.zhihu.com
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For those that do not know me: My name is Jacco Bikker, also known as 'Phantom'. I work as '3D tech guy' at Overloaded, a company that develops and distributes games for mobile phones. I specialize at 3D Symbian games, which require highly optimized fixed-point, non-HW-accelerated 3D engines, crammed into 250Kb installers. So basically I'm having fun. As software rendering used to be my spare time activity, I was looking for something else. I tried some AI, which was great fun, and recently I dove into a huge pile of research papers on raytracing and related topics; such as global illumination, image based lighting, photon maps and so on. One document especially grabbed my attention. It's titled: "State-of-the-Art in Interactive Ray Tracing", and was written by Wald & Slusallek. I highly recommend this paper. Basically, it summarizes recent efforts to improve the speed of raytracing, and adds a couple of tricks too. But it starts with a list of benefits of raytracing over rasterization-based algorithms. And one of those benefits is that when you go to extremes, raytracing is actually faster than rasterizing. And they prove it: Imagine a huge scene, consisting of, say, 50 million triangles. Toss it at a recent GeForce with enough memory to store all those triangles, and write down the frame rate. It will be in the vicinity of 2-5. If it isn't, double the triangle count. Now, raytrace the same scene. These guys report 8 frames per second on a dual PIII/800. Make that a quad PIII/800 and the speed doubles. Raytracing scales linearly with processing power, but only logarithmically with scene complexity. Now that I got your attention, I would like to move on to the intended contents of this crash course in raytracing.
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