Ray Tracing Essentials, Part 1: Basics of Ray Tracing
news.developer.nvidia.com
news.developer.nvidia.com
I'm currently at chapter 9 of The Ray Tracer Challenge and I have to say it's a wonderful book and the stellar reviews are well deserved.
It handholds you all the way and that is such a breath of fresh air for someone like me, who's not a math guy, nor do I instantly 'get' modern graphics APIs, since there is a lot of prerequisite knowledge encoded in those APIs.
I also like to understand things from first principles and it helps when those principles are explained in a straightforward, even somewhat humorous way and I get to see results right away.
Learning practical things would be so much easier if the other books on my shelf had the same approach.
It's already in the top 3 of my favorite books, along with Nature of Code.
I've since moved on to the pbr book[0] and finding myself getting much more lost in the math. I'm doing my best to brush up and/or learn all of it, but it's a bit daunting.
It's really telling how reassuring the tests are in the RTC. Right now I can re-implement something from the pbr-book, but I can't really say if I got it right other than by doing a render (and even then, it can be hard to tell).
My plan is to at least go through and write my own tests by doing the math by hand and trying to verify my implementations.
I really wish there were some intermediary book between the two.
Funnily enough, I own PBR too (it's in my reading queue), and, having skimmed through it, it seems math heavy. I think I'll leave it for last. My current queue is:
- RTC (for fun),
- 3d Math primer for Graphics and Game Dev by Dunn (to solidify the math part)
- Foundations of Game Engine Dev - Mathematics, by Lengyel (because when it comes to math, overkill is underrated)
- CGPP (to get the basics down)
... not sure about the order for my other books, but then...
- OpenGL SuperBible (second time around, sadly)
- Real-Time Rendering
- PBR
For the math books, I was thinking to do the same thing as you: do the math by hand, and then translate them into tests.
I tried using the SuperBible in order to learn OpenGL a few years back, but it always seems to be a bit too dense for my taste. Since OpenGL itself is an API specification and usually you would learn the basics of 3D graphics before delving into it, I recommend using the fantastic Learn OpenGL site (https://learnopengl.com). It goes through the basics of OpenGL from ground-up and touches on more advanced techniques, such as shadow mapping and deferred shading. It is a fantastic site and a great resource for learning the API.
A helpful resource for me, personally, was the educational ray tracer "Nori" [2], which came with 5 assignments covering fundamentals of a ray-tracing system (intersection acceleration, Monte Carlo sampling, basic and advanced integrators, BRDFs, even microfacet material models). Assignments gave hints on how to integrate those features in the ray tracer, plus they provided ways to validate ray-traced results. Currently, the assignments are removed from the Nori's website, but one can find them using the Wayback Machine.
[1] "Ray Tracing from the Ground Up", by Kevin Suffern, September 2007, http://www.raytracegroundup.com/
[2] Nori: an educational ray tracer, Dr. Wenzel Jakob, https://wjakob.github.io/nori/# (using Wayback machine to access assignments https://web.archive.org/web/20200110040505/https://wjakob.gi...)
I really think the key thing for it clicking with me was to build up the math foundation via TDD. Sure I could have used C#'s Matrix4x4 and Vector classes and just browsed through the beginning of the book, but actually implementing my own tuples, vectors, points, and matrixes really helped me understand "here's what I'm trying to achieve" then "here's the math to implement it".
You get to implement vectors, with basic operations on them, this gives you a chance to practice some abstractions. It's also good to create some unit tests to ensure your vector operations are correct. There's also good reason to parallelize your code and perform benchmarks. Abstractions, unit tests, parallelism, benchmarks, you have an excuse to try them all.
[1] https://github.com/RayTracing/raytracing.github.io/blob/7e2a...
https://tayfunkayhan.wordpress.com/2018/11/24/rasterization-...
Ray direction and ray length might be combined into one vector that just stretches from the origin for ray tracing, but using the direction with a surface normal for dot products, reflection vectors etc. is going to give artifacts.
See http://www.pbr-book.org/3ed-2018/Shapes/Spheres.html#Surface..., the paragraph beginning "A natural question to ask..."
(Also in practice floating point inaccuracy doesn't become a huge problem since you have to design around floats not being exact in the first place. Spheres can also wind up being more finnicky with precision but are rarely used as primitives to trace against in production renderers. There isn't a single right way to do the tracing, but the shading does need normalized vectors for a lot of common operations.)
I've never heard this before! Interesting. Why is this?
https://link.springer.com/content/pdf/10.1007%2F978-1-4842-4...
Triangle meshes are better choices for the same reasons: they can be used to model arbitrarily complex shapes, and it's faster to compute ray-triangle intersections.
Since it's not much more computationally expensive to do sub-pixel sampling than to repeatedly sample the same point within the pixel you might as well just use sub-pixel sampling.
Additionally a pixel has no knowledge of its contents until you cast a ray. And even if the ray did hit a diffuse surface you would have to do more math to determine if the edge of that surface lies within the boundaries of that pixel. Might as well just use sub-pixel sampling.
In reality, pixels on the screen and camera sensor have an area. If you choose a random position on that area, you get anti-aliasing "for free" because there's going to be variation in the direction of rays that contribute to the same pixel.
If you ray trace and shoot one ray in the center of the pixel then it will hit the white object, and no matter how many rays you spawn from that intersection point the part of the black object that's covering part of the pixel won't actually contribute to the final image. So with this technique the final pixel will be white.
With path tracing you shoot many initial rays at random sub-pixel positions, most miss the black object and hit the white one, but some hit the black one instead. So with this technique the final pixel will be gray, a mixture of the two objects' colors and therefore anti-aliased.
The diffuse cones send out a sampling of rays and attenuate the light from the light source, based on how many of those rays hit it, instead of some other object.
Instead of drawing light onto the scene and calculating how much passes through the viewport to the lens, ray-tracing cheats by working backwards, because photons traveling backward in time follow exactly the same rules as those traveling forward in time. Every photon that can travel backwards in time from the eye to hit a light source must have emanated from a light source with exactly the right direction and polarization to enter the eye. So the only photons calculated are the ones that contribute to the scene as viewed by the eye.
If I understand it correctly:
1) a point / pixel in the scene (as viewed by the eye) sends out a cone of rays, and the final color of this pixel is a combination of what those rays hit. This is the ray casting process, the reverse of light traveling.
2) the overall picture of the scene is the combination of pixels each calculated by the above ray casting process.
Am I right?
So for ray-tracing, you calculate along both paths and give 50% weight to each. Every time a ray hits a triangle in the scene, the material properties determine how the various components sum up to determine the color of the pixel.
What would provide most of us with interest in ray tracing real value is expanding on the territory covered by the PBRT book, making the material it covers more accessible, and covering the changes to the state of the art which have occurred in the decade since it was written (particularly the elements that the RTX hardware enables; real-time mixing of ray tracing and rasterization rendering).
Thanks!
https://developer.download.nvidia.com/CgTutorial/cg_tutorial...
Granted, Cg is now just a curiousity in the context of shading languages, it is nevertheless interesting to read.
Note that the third edition came out roughly 5 years ago now, not 10.