> Ray tracing WILL DEFINITELY fully take over rasterization once hardware capable of doing it is commoditized.
That's not what this demo is about, and what you wish for is decades away at best. DirectX realtime raytracing relies upon a rasterization step to estimate the light for most of the objects on the screen.
https://blogs.msdn.microsoft.com/directx/2018/03/19/announci...
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> Not needing to perform all those hacks to approximate what offline renderers can do.
The Gooseberry benchmark (Blender's hardest test) takes 35 minutes to render on my 16-core / 32-thread Threadripper 1950x, while GPUs simply crash because literally one frame of animation requires 12GB of RAM (far more than whats available on commodity GPUs).
Offline renderers are about 5-orders of magnitude too slow for realtime and about 1-order of magnitude of RAM usage too large for conventional ~2GB or 4GB GPUs.
We're at the stage where SOME simplified raytracing effects can replace SOME aspects of the rasterization pipeline, and only if you buy 4x Tesla V100 (Ohhh... that's more expensive. $8k+ per Tesla V100 == $32,000 on GPUs alone). Furthermore, there were only ~1 to ~2 rays per pixel. All the ray-tracing effects were processed through a neural-network to denoise, and they also average those rays through history (so this technique only works on slow-moving objects).
That's what this demo represents. A LOT of compromises, but hey, they achieved a very low-end realtime raytracer and integrated it into a standard rasterization pipeline to provide mirroring and ambient occlusion.
Its an impressive feat for sure. But we're no where near reproducing movie-quality / offline quality in realtime (~64 or ~1000 rays per pixel).