I made a better Ray-Tracing engine
Ғылым және технология
Two years ago, I showed you how I created a simple ray-tracer from scratch. This is my attempt at improving my first version and showing you how I did it!
► My new Discord server: / discord
► My first Ray-tracing attempt: • I created my own Ray T...
► Source code: github.com/carl-vbn/opengl-ra...
► Valuable resources:
- OpenGL tutorials: learnopengl.com/
- Ray-tracing blog post: three-eyed-games.com/2018/05/0...
- ImGUI Library: github.com/ocornut/imgui
- TheCherno's Bloom video: • Bloom.
🎵 Music from Epidemic Sound, register with my link to support the channel and get a discount:
www.epidemicsound.com/referra...
Detailed description:
In this video, I explain how I created a ray tracing engine in C++ using OpenGL. Raytracing is a rendering algorithm that can be used to generate photorealistic images with nice shadows and reflections. The technology has recently been made accessible to many when NVIDIA announced their RTX graphics cards. I successfully implemented lighting, soft shadows, ray-traced global illumination, progressive rendering, reflections and more.
Chapters:
0:00 - Intro
1:23 - GPU acceleration
2:06 - Ray-tracing recap
3:10 - Direct illumination
4:37 - First result
4:42 - Soft shadows
5:20 - New result
5:39 - User interface
6:27 - Indirect illumination
8:18 - Progressive rendering
9:42 - Reflections
10:24 - Skybox
10:51 - Recursion problem
13:50 - Anti-aliasing
14:33 - Bloom
15:24 - Final results & conclusion
#Raytracing
#OpenGL
Пікірлер: 528
Sorry for the short break :) I hope this video was worth the wait! Also, thank you so much for 10k subscribers!! EDIT: At around 1:17, I called OpenGL a graphics "library" which isn't the right word. OpenGL is an API, not a library!
@dynastylobster8957
Жыл бұрын
i know this isn't entirely realistic, but what if you blurred the noise somehow instead of using accurate information?
@ahmeddawood8847
Жыл бұрын
use vulcan ?
@ssj3mohan
Жыл бұрын
You could do it for unity the [ Doomed Engine ] Why not right ?
@localareakobold9108
Жыл бұрын
if your raytracing takes lesser resources I'll buy it
@teenspider
Жыл бұрын
*s h o r t e s t* break of all time (joke)
Don’t believe it. You just saw a video online. Or used google street view. There’s no way you went outside
@mattiskardell
Жыл бұрын
lol
@thehollowknerd3858
Жыл бұрын
LMAO 🤣
@distraughtcat
Жыл бұрын
I don’t know how he survived. The light coming out of the window would have burnt his eyes out for sure.
@mattiskardell
Жыл бұрын
@@distraughtcat lol
A quick hack for fast antialiasing is to cast the rays through the corners of the pixels instead of the centers. It's basically the same amount of rays, but you can average the 4 values for each pixel and get 1 step for free. Adding your offsets will improve the antialiasing over time as you currentlly have it.
@waldolemmer
Жыл бұрын
MSAA
@felineboy
Жыл бұрын
Add a fifth ray in the center (with 1/2 the weight, and 1/8 for each corner) and you got the quincunx algorithm.
@mrburns366
Жыл бұрын
I'm not a programmer and I can't wrap my brain around a pixel having a corner.. 🤦♂️ a pixel is a finite point with and X,Y coordinate right? Say pixel 0,0 was in the upper left.. what would be the coordinates for the corners? 🤷♂️ Lol
@mgkeeley
Жыл бұрын
@@mrburns366 good question! When casting a ray through the center of pixel "0,0", you actually cast it though coordinates "0.5, 0.5". The "screen" is virtual inside the raytracer, and has floating point coordinates for where the pixels are. Each pixel is a square with sides of length 1.0. Hope that helps!
@grande1900
Жыл бұрын
Basically 4xMSAA
Your first raytracing video motivated me to implement fast ray-grid traversal in my CFD software for ultra-realistic fluid rendering. The simple stuff already brought me quite far. I'm amazed by the more complex techniques you show in this video. Thank you for sharing your knowledge!
@uniquelyrics2331
4 ай бұрын
that is some quite complex vocabulary
9:17 One potential solution is to implement motion vectors and move the pixels in the buffer accordingly. That way you can move the camera while keeping old samples for additional data. Note however that newer samples need to be weighted more heavily so that new data is generated for previously invisible parts of the screeen, and that specular reflections with low roughness would look inaccurate as you move around since they are dependent on the camera direction. The latter may help the former a bit but a proper solution might need to put specular reflections in a separate buffer and handle them differently. This is an important part of ray-tracing in Teardown, the SEUS PTGI Minecraft shader, Quake II RTX and many other RTX-powered games, so it's a well-known technique. There might even be papers or tutorials out there that describe how to do it in more detail. I also know that Dennis Gustavsson, the programmer of Teardown and its custom engine, has written a blog post on using blue noise to decrease perceived noise in ray-tracing, and other things about real-time ray-tracing that could be of help.
@NamePointer
Жыл бұрын
Thanks for the interesting insight!
@WilliumBobCole
Жыл бұрын
I came to the comments to say this, though as expected, others have beaten me to it. You're already doing temporal smoothing of the image, may as well not throw out the entire buffer. Obviously the more the camera moves, the fewer previous frames will be useful, but it's still way better than starting from scratch any time the camera moves
@oskartornevall8265
Жыл бұрын
If you don't care about object movement, then simply reprojecting the samples based on the difference in camera movement / rotation and filtering based on projected vs real depth of the pixel works (a spatiotemporal filter, if you care about terminology). This is used in GTAO (Ground Truth Ambient Occlusion) if you want to look at an example of such a filter.
@convenientEstelle
Жыл бұрын
@@oskartornevall8265 Ground Truth Ambient Occlusion
@oskartornevall8265
Жыл бұрын
@@convenientEstelle Yes, thanks. Was tired when I wrote that and misremembered the name :)
One simple change to consider: look into different color spaces for image processing, RGB is very intuitive because it's what displays use, but it's not really the best option for things like blending values together - actual color info can get lost and coalesce into muddy grays pretty easily. If you do all the math in HSV color space though, you can do blending the same, and maintain better hue and saturation while you blend before converting back to RGB for display.
@omnificatorg4426
Жыл бұрын
The main advantage of RGB over HSV is linearity, so you can easily add and multiply the values. Of course, don't forget about gamma correction, or you will get dark gloomy colours. The mean of #FF0000 and #00FF00 is #BBBB00.
When I was implementing a raymarching algorithm, a lot of my stuff looked fake. Thanks for the new features for me to implement. Something I did use was an AABB optimisation. I went from being able to render about 15 objects in almost real time to way more. If you want more frames, it's quite easy. You have also inspired me to implement ray tracing and try to make my own engine. Thanks.
The better solution to avoid rendering from scratch when the camera moves is to save the colors found, not as a buffer based on what appears on the screen, but instead as a buffer of what color should be associated with each piece of 3D objects those rays hit (color in this case being the total light that part of the shape could be considered to emit, which is averaged with the new calculation for that point). The one downside of this method is that it will require a lot more memory associated with each object in the scene, (sort of like a baked light map texture), and that more metallic objects will take a bit longer to converge (since their lighting changes considerably with camera movements).
other channels may do this sort of thing, but none go quite as in depth on the technical side as you do. the 10k subs are well deserved!
I only subscribed two hours ago. Looked at the date of your last video and assumed this channel was dead. Then coincidently you post the first video in a year 10 minutes after I subscribed!
If you separate view-dependent lighting (reflections) from view-independent lighting (lambertian) you can keep the view independent lighting buffer while moving the camera. If you move an object though, you'll have to reset both buffers.
@forasago
Жыл бұрын
Or you just accept that indirect lighting will lag behind / ghost a little. Only direct light / shadows need to keep up with the full framerate to look okay. Indirect lighting lags behind in basically every game engine, even Unreal 5.
Great video!! I’m excited to see your new projects! Don’t stress too much over them and try to have fun!
@StormyMainShorts
Жыл бұрын
hola
i love that you're learning all this, sharing it and especially that you're putting in the Effort. Great Work! i'm hoping for more advanced Versions, just because i'm curious how far you can come!
Lovely video! I love how you go out of your way to explain everything visually while keeping it simple. I am glad to have found your channel.
The visuals in this video is stunning! Great job! I enjoyed every frame of the video
One mistake I noticed is that reflective spheres have dark edges. This is caused because dot product shading is still being done for non-diffuse materials. The solution is to interpolate between the shaded brightness and a full brightness as the roughness goes down.
Great job man!! I find your ray tracing videos very helpful and informative. Please make more!
So glad I subscribed last year. :3 Excellent stuff!
Being able to summarize the entire ray-tracing process, its finest details and professional touches in such a short video is a special ability. Thanks.
Super stuff - always wanted to create a raytracer myself, did a bit of work but I think that the hardest bit to do quickly, is sorting the objects and determining the nearest collision.
If you want even more realistic material behaviour, try looking into GGX scattering, it's a microfacet distribution, meaning it models the materials as a ton of microscopic mirrors oriented depending on smoothness etc. Great video btw!
Great video! You've inspired me to work on improving my own rt engine which suffers from many of these similar problems.
Hi, a month ago or so i finished my bachelor's thesis which revolved around path tracing. This video explains it better than I've seen anywhere else!
Omg thank you! This was an extremely useful and simple tutorial. I'm not sure if I would have been able to install without it
You can do an optimisation by rendering into sparse voxel space instead of screen space. All of those dot products you calculated from the lights are still the same within voxel space, you can just cull the non visble voxels and recalculate whatever lights are in screen space if they move / change intensity. It just becomes a data management task which is much faster. Lumen works like this AFAIK.
Proud to say you're the reason why I disable adblock sometimes! Such a great piece of content. Congrats.
Best video on this topic on KZread. So well explained and great result.
Hello! A fix for not having accumulation when moving the camera is: instead of merging frames directly, take into account a velocity buffer. This should tell how much each pixel moved each frame. With that, it can combine pixels with previous ones even if they moved. TAA does this as well, you should look into it
Absolutely Amazing. I'm an undergrad. I've been very enthusiastic and learning 3D Computer Graphics from 9th grade. You put all my learnings in a nut shell which gave me a good Recap. Thank you so much ❤
I'm learning 2d art, watching your video makes me realize the way an artist decide the hue, satturation, value of a spot on the painting is exactly like how ray tracing work. The video is very fun and comprehensive to watch!
Your content is great man. Keep up the good work
This is a massive improvement well done. Leveraging hardware acceleration would take this to another level.
Man this looks like a very fun project to think through
Okay, I got this recommended on my KZread front page, and i have never seen any of your videos. This is it, you're making it big. By the way, haven't i looked at the view count and subcriber count, I would think this was a big production of a 500K sub channel. Great work! Got my sub!
THANK YOU!!! TNice tutorials is such an amazing tutorial. I just got soft soft today and was playing around on it but had no clue how to really use it.
after browsing through so many channels. Yours is by far the best. The explaining thod is so great and detailed even complex stuff is
@DaveeeOnTop
11 ай бұрын
I found the Sebastian Lague video also very informing, I think it wasnt out by the time you wrote your comment, but if you're still interested, I'd recommend you watch it
Very cool indeed. I wrote my first tracer in BASIC, only Phong shading and of course it took hours to render a single polygon but it was a good exercise, makes matrix multiplication actually interesting :)
Cool project, man!
Great to see you again!
Awesome! Definitely looks alot better :)
You could improve the realism of the scene easily with some tonemapping algos, they basically imitate how eyes or cameras perceive different strengths of light (e.g. color desaturates at high light strength while not straight up becoming #FFFFFF), as opposed to just a simple gamma function
Should add a de-noiser post process effect, would help significantly
Great video! Hope more come soon
best way to implement bloom imo is to make it have 0 threshold, but make it so that the bloom increases exponentially. and have 2 bloom levels, one for large screen area bloom, and one for small screen area bloom.
Holy shit, this is amazing. Thanks for making this video
You could also draw a circle where the ray intersects a surface, this could help you with indirect lighting around objects as you can use it to average a larger area! I think I saw Unreal implement this, it is called splotch mapping.
Great work!!
You can use Multi Render Target extension to render stuff in multiple buffers at same time. Use those additional buffers to store current state of "recursion". Be wise to encode only necessary things in those buffers. Then just iterate multiple times over those buffers and image will get better and better.
Very good video, next implementation could be importance sampling, so that indirect rays are biased towards the light sources, significantly reducing the noise
If you continue this raytracer, you could add pbr materials and fresnel (for the moment it looks like you blended between metallic and diffuse materials)
Amazing content once again
wonderful video! thank you!
I do love seeing anything ray tracing related
I think that one way to stop noise resulting from using random numbers independently of each other would be to use perlin noise, because then the color of the pixels would be more related to each other.
This is actually really impressive
cool project i couldnt make this perfect result
Clean comeback !
Hey! Thanks so much for this video!
@NamePointer
Жыл бұрын
Glad you liked it!
@ImMagicDesigns
Жыл бұрын
@@NamePointer that was not my comment xD
this has inspired me to make a raytracer from scratch, in scratch.
I thaught Graphics programming was a rocket science, you inspired me a lot, Thanks
To be accurate, the deep learning algo nvidia uses is called DLSS (Deep learning super sampling). This can theoretically be used with RTX off. This is technically unrelated to RTX (hardware accelerated ray tracing or more accurately, hardware accelerated bounding box checks for use in RTX)
@jcm2606
Жыл бұрын
DLSS actually has nothing to do at all with raytracing, and as of 2.0 is essentially just a variation of TAAU with a machine learning model taking care of when to reject previous frames and how it should blend frames together.
A way that the noise while moving problem could be fixed is offsetting the memory buffer's pixels by the depth buffer in the direction of movement rather than completely starting over Another way to get rid of aliasing is to downsample, that is, render the entire screen at a higher resolution, then scale it down.
Real cool project. But next time you should raise your volume a bit
great job dude
i am super happy to see many many comments about how the part with camera movements and reusing the data can be done. soo many of points are given in comments. seems it would be enough to serve a separate video on its own (:
I love you im surprised you don't have more subscribers
Trying using motion vectors to offset previous frames when combining it with the current one during denoising., ie Temporal Denoising
need the other half of the video!
Hey great video. In 2021 Khronos realeased the Raytracing Pipeline for Vulkan. It supports all modern graphics cards (even AMD) and its incredibly fast. I managed to write a realtime Pathtracer and even with 4k resolution it is possible to render in realtime.
I just finished an pathtracer for an university project. I am currently rendering the 30sec animation and hope it finished rendering by the deadline in two days. While my project is quite diffrent (it doesn't even try to be real time because it wouldn't work with our scene and we don't use our sky map for lighting since just contains stars and wouldnt contribute an significant amount of light (it's a space scene)) some of the problems where the same especially the rewriting of some functions to make them non recursively. Its reassuring to see that I am not the only one who is annoyed by some aspects of OpenGL.
@jcm2606
Жыл бұрын
This isn't an issue with OpenGL, rather it's an issue with GPUs in general. GPUs don't have a stack, every function call is inlined and all automatic variables exist in a shared register file, so it's not possible for a GPU to support recursion, at a fundamental level. You *can* emulate recursion via iteration, by creating your own stack structure and dynamically appending to and iterating over it, but this will cause coherence issues and will significantly worsen register pressure, which can result in performance plummeting.
This has given me an idea for a quantum renderer. You have each point on the object "be a camera" and save the color value to that point on the surface. The colors are then constantly streamed to the global camera continuously. Each object would have a then texture that would emit light for every direction and would update only when something changes in the objects direct line of sight. It might take a lot of ram so further things are from the global camera would save more dynamically in memory. This works off of the current quantum interpretation that light is a wave until it's collapsed by hitting an object or interacting, and the true color/intensity is chosen.
Fascinating.
I recommend adding something called "fresnel" to the engine since the ground plane is looking a bit flat near the horizon. The steeper a ray comes in the more reflective the object gets. This effect gets weaker the rougher the object is. It is also a mandatory feature if you want photorealism since our brains know something is off. I also recommend adding caustics because it also affects realism. When computing indirect lighting, you should make rays bounce off reflective surfaces and if it reaches a light or a bright surface, you light the original surface accordingly.
That's so cool!
Great Video! Please make more videoS!
THIS TUTORIAL REALLY WORKS I AM FROM PHILIPPINES! THIS MAN DESERVES A SUBSCRIPTION!
I wonder if you could implement a motion vector to transform your buffer like those used in video compression in inter frames? For a static scene a z-buffer with camera motion might be sufficient to calculate the motion vector, though it would be difficult to account for the z of reflective surfaces. I suspect you would need to throw away data after several frames. Perhaps you could also implement a heat map for newly revealed places or edges so you can identify them then use extra rays per pixel in the hottest areas for rapid anti-aliasing where needed most.
Good job!
I think a smart way to reduce noise while minimising performance impact would be to reduce the amount of indirect rays depending on the roughness of the surface. A surface with a roughness of 0 should only need to emit one reflection ray, since the light can only bounce in one direction. A surface with higher roughness would need a lot more samples, since the cone of directions that the light can bounce off in is so much larger, you need more rays to fill it up.
man great stuff
One of the best descriptions of ray-tracing I have ever seen. Most of the other descriptions are full of jargon invented and only used by a very small group of people, making the descriptions incredibly hard to understand by someone who needs to work with ray-tracing every once in awhile, not every day.
AMAZING !!!
you can study the bloom shaders of reshade, they're also written in c
I don't think I've laughed so hard in a long time... We used to joke about that unnatural light in the outside world that burned our skin. Let's stay under the warm comfort of florescent lighting!
@VRchitecture
Жыл бұрын
Everything outside of virtual space is unnatural ☝🏻
It was great that you developed something from scratch. I'm sure the software caused no bottle necks in the hardware.
great video!
You are my inspiration! I was also tried to make my own 'ray tracing' engine but I couldn't. It's hard, so I just stop it. But now I think I should start over.
You are a genius...Thanks
Nice tutorial,
Great work. Have you thought to use Phong shading? It gives Great results but not HD crisp images.
this is great! but I have to wonder, have you ever thought of trying another lighting method like ray marching as a follow up?
Awesome !
Please make a part 2!
yay, he's back :D
for bloom take your frame buffer, make every pixel under a threshold black, then sample it to a lower resolution and average it with the normal sized one, repeat a few times, and then add that to the original image
0:56 most relatable thing ever
Wow, i'm liking your path traced engine, looks very natural, unlike the overexposed, overblown Unreal Engine 5 implementation which looks like everything is lit by a giant flashlight extremely close to the ground.
Enjoyed the video, well done mate ! 13:23 pretty sure you could've made it iterative, it seemed primitive recursive (you didn't show much there :l ). Even if it is strictly recursive, you could've simulated it with a stack to see if your idea works as intended.
Franchement bravo ! Quelle est la prochaine étape ? :)
Consider enhancing the visuals with Tone Mapping, like adding bloom for a better appearance. Address the noise issue by employing two frame buffers: first one for the current frame and another for the previous frame. Displace the second buffer using its motion vector, blend it with the current frame, and display both buffers for improved results. Edit: I know my comment is a bit late, but I hope it still helped, even if you've already fixed it. Edit2: To enhance the prominence of the bloom, consider amplifying its visibility by expanding the radius.