c1t1z3n0

Can someone please recommend a few good resources for creating some basic ray tracing engine code for someone familiar with DX9 raster graphics. Specifically something with coding examples and how/where/when to use shaders in conjunction with ray tracing. Also, something that has been created/written within the past 2 years, not things from pre-DX8.1 days. Thanks.



Re: Game Technologies: DirectX 101 Raytracing with DirectX

The ZMan

In general ray tracing and DX raster graphic have no overlap or any connection. There are some folk making real time ray tracing code that uses a lot of the modern culling techniques to speed things up and I wouldn't be surprised to find people using the GPU to do some of the processing.

Some modern things I found with the help of google:

http://www.theinquirer.net/default.aspx article=36452

http://www.openrt.de/

http://www.gamedev.net/community/forums/topic.asp topic_id=431515

http://basalt.cs.uiuc.edu/~jch/papers/rt2/RayEngine-gh02.pdf

This one should give you all you need to know. Its compiled by Eric Haines who is a well known graphics guy and seems pretty up to date:

http://www.acm.org/tog/resources/RTNews/html/






Re: Game Technologies: DirectX 101 Raytracing with DirectX

c1t1z3n0

Thanks. I did some searching and came up with a couple of those. Here's another good one:

http://www.iit.bme.hu/~szirmay/gpugi_link.htm

It shows how to use DirectX 9 and Shader Model 3.0 to do some cool realtime interactive raytracing and global illumination. How many years till one 386 cpu for each pixel on the screen. :) With an Octa-Core cpu you could prolly do some crazy s**t in realtime right now in 1024x768. It seems some of the limitations of ray tracing shown in this paper have been overcome with DX10, at least with the better SM4.0. If what the person writing this paper believes, that raster graphics will eventually be overtaken by raytracing as the main model to render interactive 3D titles, like games, than I would hope the DirectX Team would eventually add a section to DirectX involving ray tracing and how to couple it with the current rasterization model. Thanks again for the links.

ps. As a sidenote, if you know, could you explain to me the relationship between Shader Model 3.0/4.0 and DirectX9/10. I've read the documentation, but am a little confused. If a motherboard supports DirectX 10, does it automatically have support for SM4.0, or can it be DX10 and still only have support for SM3.0





Re: Game Technologies: DirectX 101 Raytracing with DirectX

The ZMan

SM4 is part of the DX10 standard. almost all of DX10 is mandated - its one of the design goals to remove/reduce all the caps checking.

>motherboard supports DirectX 10,

I assume you meant graphics card as that is what supports DX10 not the motherboard.






Re: Game Technologies: DirectX 101 Raytracing with DirectX