~/talk

Ray Tracing in UE 4.23

Talkat SIGGRAPH 2019 · 2019-07-28..08-01· [game-development, web-performance]
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Unreal Engine adds production-ready ray tracing in 4.23 built on DXR and the refactored RHI, shipping features from 4.22 used to make the “Troll” demo; real-time runs at 24 fps on a single 2080 Ti and shows one order of magnitude performance gain over earlier prototypes. New pieces: intersection and callable shaders, denoiser and sampling improvements, landscape/instances and World Position Offset support, low-level multi‑GPU control, and a path‑tracer reference; Fortnite cinematics and artists adopt it successfully for shadows, reflections and GI.

AI-written summary · about

  1. 0:00Intro
  2. 0:24Agenda
  3. 4:00Goals of 'Troll
  4. 5:402019 1 NVIDIA RTX 2080 Ti
  5. 6:21Prototype
  6. 10:11What is new in 4.23
  7. 18:07Technical Outline
  8. 18:51RHI Layer: Geometry Instance
  9. 20:20RHI Layer: Shaders
  10. 21:27RHI Layer: Pipeline Analog to graphics and compute PSOS One RT PSO for all shaders
  11. 22:09RHI Layer: Shader Binding Table
  12. 24:12Mesh Pipeline Supported Geometry
  13. 25:16Mesh Pipeline: Extending Geometry
  14. 25:58Mesh Pipeline: Special Considerations
  15. 27:14Render Passes: Shadows
  16. 28:30Render Passes: Ambient Occlusion
  17. 29:27Shadow Improvements
  18. 30:28Render Passes: Reflection
  19. 31:46Render Passes: Translucency
  20. 35:28Path Tracing
  21. 36:54Ray tracing with Fortnite Cinematics
  22. 38:36What is Next
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