The big win is around indirect lighting, but the development of that in standard rasterisers in the last decade has exceeded even my wildly optimistic expectations.
New options = good, but there's no such thing as a graphics silver bullet.
The big win is around indirect lighting, but the development of that in standard rasterisers in the last decade has exceeded even my wildly optimistic expectations.
New options = good, but there's no such thing as a graphics silver bullet.
If raytraced scenes were hard to control, why would every single animated movie be raytraced?
Raytracing really is the be all and end all of graphics. The more rays you can render, the more realistic your scene will be, up to 100% realism.
Of course, we can come pretty far with the hacks as well, and it's hard to say if hardware raytracing can come close to the quality hardware shader hacks can achieve on traditional GPU's in real time.
[1] no really, you don't.
And don't forget non-realistic graphics.
The problems of rendering are unlikely to become inherently easier—I don't think raytracing will ever be "end all of graphics". And while "every singly animated movie" might be raytraced to some extent, it's highly unlikely any of them use pure raytracing to achieve the effect.
As far as non-realistic rendering goes I am not sure how this is relevant, you can alter the properties of light and still use ray tracing, and many effects use image based techniques anyway.
Raster will die in the long run, it's pretty obvious.
That said, physically-based shading is massively easier to art-direct, even if the "front end" as it were of the renderer isn't naively tracing rays from the camera. There's a killer set of slides and notes documenting ILM and Sony's switch to PBR here: http://renderwonk.com/publications/s2010-shading-course/
Care to elaborate why you think this is the case?
Even when doing raytracing, the fastest way to do the first pass is to rasterize your triangles and output hit data to textures (similarly to deferred rendering).
Additionally, triangle rasterizerization can be used for vector graphics, etc while raytracing is inherently only for 3d content.
I think that in the future we will have some kind of hardware acceleration for raytracing along with traditional triangle rasterization and they will be used together.
(I'm talking on a extremely long timeline)
Its been a while (~15 years or so) since I looked very deeply into this, but at that time I thought that radiosity was notably superior to raytracing for indirect lighting, and everyone and their cousin seemed to be doing hybrid ray tracing/radiosity systems for realistic rendering.
This covers about 100 different algorithms. Pick one.
I'm not entirely sure that's actually true.
In this paper (http://graphics.pixar.com/library/RayTracingCars/paper.pdf) Pixar talk about how the first movie they even tested using ray tracing on was Cars. Before that they were using scanline rendering.
That said, the technique they did use was scanline rendering, which is still rather different from z-buffering, which is the way GPU's generally render.
Of course now I'll change my argument that Pixar is after a non-realistic cartoony feel, so that gives them more freedom.
If you look at live action movies, the CG parts in there are either painted or ray traced, they need absolute control to be able to blend them.
Other studios like ILM, SPI and Bluesky have been using full path tracing for years.
PRMan 19 looks like it's going to fix these issues to some degree.
Other renderers like Arnold and VRay (full raytracers) have been being used for the last 5 years by other studios.
That's a bit of a stretch. Pixar didn't use ray-tracing until Cars [2006]. Even then, it was only applied for secondary effects.
It wasn't until Monsters University [2013] that they produced the majority of a movie using ray-tracing [1]. That's a recent development, IMHO.
[1] http://thisanimatedlife.blogspot.com/2013/05/pixars-chris-ho...
I've been out of the 3D world for a while, but Ray tracing was the be-all-end-all/holy grail of 3d. It is simulating light... you can't do better than physics.
Likely you're both right, and while it's harder to learn how to dink scenes and assets with ad-hoc rendering techniques than just use raytracing, an artist who has already mastered the black arts of tweaking everything just so is going to resent losing that control and having to let the physics take over.
Which in the long run is good for gamers. The industry obsession with pre-baked rendering passes is holding back games on an interactivity level.
I don't see why it's harder for artists to control the results... can you elaborate? It seems like it's going to be 90% the same. You have a point on a surface, you have a camera vector and light vectors, you supply a small piece of code and out pops a color. The major differences in the pipeline are in the scaffolding: depth tests, reflections, and shadows will be done in different ways. The differences for artists are that they'll have to learn a system with different limitations.
My guess is that game graphics are going to follow the developments in movie CGI. Pixar switched to ray tracing in 2013, and games will switch when hardware powers up and expertise filters down.
If current-generation AAA games are any indication, either very few artists ever learned the raster workarounds or few artists ever had time to implement the workarounds.
I think ray-tracing will be a game changer. Raster shadows are easy to get subtly wrong and very difficult to get right. Cube-maps are easy to get subtly wrong and very difficult to get right. Transparency is easy to get subtly wrong and very difficult to get right. The list goes on.
> Even in AAA games, there are tons of artifacts in the shadows. Same goes for reflections.
Exactly! I can't count the number of times I've seen shadows pointing in the wrong direction, having the wrong color, having the wrong penumbra/antumbra, casting through solid objects, etc. Cube-map reflections are even worse (yay for faucet handles reflecting forrest scenes) especially when they're moving. Expect to see a reflection slide up the body of a car as it comes to a stop? If you're not in a car-racing game, forget about it.
All of those problems can be overcome with artist sweat and tears. The code has already been written and is in the big engines, but the effects still regularly fail to happen in AAA titles.
Ray-tracing makes it easy to do things right. None of the raster techniques have achieved that landmark. This WILL be a game changer.
[1] https://en.wikipedia.org/wiki/Bidirectional_reflectance_dist...