How to evaluate the return of light in a scene in raster rendering?

For artists or developers who want to get a sense of reality, a renderer that simulates the interaction of light in the scene (ie, light reflection, light absorption, light refraction, etc.) (with the ability to create visual effects) important. This requires an all-round understanding of the scene as each pixel is processed. This is not the most common rendering technique, but a real-time rasterizer.

Deeply explore the impact of ray tracing on the image market

Publication: VRTech
Author: The main application engineers PVR demonstration project Mathieu Einig

For example, when rendering pixels in rasterization, the following data is available:
? Single point surface data (eg, point position, color)
Some common global values ​​(eg, 3 most recent light source locations, current time, camera orientation)
? Some textures

But with only the available data, we will find it very difficult to assess how light is folded back in the scene. There are ways to evaluate approximate values, but they tend to be quite inefficient, and the rendering quality is poor, often disappointing to the end user (the approximation uses an invalid method that reduces the frame rate). At the same time, this method is intricate and makes developers very difficult.

Ray tracing: affecting the image market

Figure 1: The rendered image without any environment (left) looks like an artificial image. Images with the environment (right) look more natural and have soft shadows, reflections, and light reflections.

This is where ray tracing works: when rendering pixels, send light to the scene to detect the surrounding environment. If the light between the current point and the light source is blocked by some geometry, a shadow is produced. If the light is used to match the color of nearby objects, the reflected light is obtained. Unrealized image effects in traditional renderers begin to become logical in their design and become simple to implement.

Yes, everything is simple except for the processing power required. The advantages are obvious, but why is ray tracing not used often? The reason is simple: emitting light to the scene and finding the intersection with the geometry is very complicated and computationally intensive. That's why, ray tracing has traditionally only been used in offline renderers for movies.

Make ray tracing a reality

The release of the PowerVR Wizard ray tracing GPU broke the stereotype. The PowerVR GR6500 is the first GPU in the Wizard series, and can process 100 million lights per second in 2 watts, which is more efficient than an existing Solution, even an order of magnitude higher.

In the past, some people claimed that their hardware had solved real-time ray tracing, but they all ended in failure. Why does the PowerVR Wizard stand out? First, ray tracing is tightly integrated into the real-time rendering APIs OpenGL ES and Vulkan, which means developers don't need to switch to some poorly performing proprietary renderers. In addition, ray tracing can be blended with raster images, making it easy to integrate new tracking effects into existing games and applications. But most importantly, it is fully programmable. Previous hardware ray tracing solutions typically only involved a limited set of predefined effects, such as basic reflections and refractions, or hard shadows. With this solution, ray tracing will be a tool that allows a new paradigm to be seamlessly integrated into existing engines, allowing developers to use it any way they want, even in a way that no one has ever tried. .

Ray tracing: affecting the image market


Ray tracing: affecting the image market

Figure 2: Having a fully programmable ray tracing system allows developers to take whatever rendering they want

New model will generate new possibilities

Recently, our ray tracing technology is integrated as an optical pre-processing tool in the Unity game engine. This is a good example of pattern conversion: using new and better solutions to solve old problems, even if they are satisfied. Solution.

Lightmaps, which are pre-computed for complex light interactions (for game or architectural visualization) when creating 3D environments, have traditionally been a very long and tedious process. Every change to the scene geometry or lighting must follow a few minutes to a few hours of waiting time, making it difficult for the creator to get the right results. But using the iterative nature of ray tracing solves this problem: users get instant but rough results, and then the rough results get finer and finer. This means that if an error occurs, it can be corrected in time, saving a lot of time.

ImaginaTIon works with a number of industry-leading middleware vendors to ensure that traditional “chicken and egg problems” can be addressed and incorporate ray tracing into these engines to enable ray tracing in applications. Make the developer more convenient.

In addition to significantly improving the quality of the light, ray tracing can also be used in different ways. For example, in virtual reality (VR), ray tracing begins to oppose lens distortion during the first phase of the rendering process, rather than moving and stretching pixels in the final stages of rendering, like rasterization. This will work better, the amount of light sent per pixel depends on the position of the frame pixels, which means that the funnel-like rendering is very simple, it follows the human eye, draws the most detailed image seen by the human eye, and Constantly refined.

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