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A funtro to real-
time ray-tracing
Goal
•Give a short overview how game engines render scenes
•Compare this to ray-tracing
•Sneak-peak into general-purpose GPU programming and metal
•Have fun
Definitions
Overview
•Rendering nowadays
•Ray-tracing
•Metal
Rendering
nowadays
Where to start?
•No need to start from scratch

•For games you can use the rendering
pipeline of an engine









•Our you can use graphics libraries
and build your own
Sea of Thieves
https://www.ign.com/boards/threads/decided-to-try-the-sea-of-thieves-beta-4k-screenshots.455102057/
Return of the Obra Dinn
https://gameplaying.info/one-bit-detective-return-of-the-obra-dinn-from-the-author-of-papers-please-will-be-released-next-week
Need For Speed
https://wccftech.com/new-need-for-speed-screenshot-from-siggraph-showcases-incredible-lighting-and-wet-effects/
Horizon Zero Dawn
https://www.forbes.com/pictures/57d0856d31358e16c5895c89/new-horizon-zero-dawn-4k
Uncharted 4
https://abxygaming.com/2016/02/24/new-uncharted-4-screenshots-story-trailer/
Harmony between CPU and GPU
• AI, Update game world, Culling,
User inputs
• General purpose, sequential
• I/O-sensitive
• should work ahead (double /
triple buffering)
• sync via shared memory
• Processing models, lighting,
shadow, textures
• only one task type, parallel
• branch/memory-sensitive
• should not starve
• sync via shared memory
Architectures aim to make the
communication fast
https://www.extremetech.com/gaming/164934-
xbox-one-bus-bandwidths-graphics-capabilities-
and-odd-soc-architecture-confirmed-by-microsoft
http://www.psdevwiki.com/ps4/PS4-documents
https://devstreaming-cdn.apple.com/videos/
wwdc/
2018/607buro3d9jn66/607/607_metal_for_game_de
velopers.pdf
Rasterisation Rendering pipeline
• Prepare the render passApplication
•Vertex Shading
•Frustum Culling
•Projection
•Clipping
Geometry
processing
•Project 3D scene to 2D screen, sample pixelsRasterisation
•Pixel shading
•Merging
•Gamma correction
Pixel Processing
Application
On CPU Handle user input, update
game world, simulate AI
Load models, textures, set
render states, schedule render
pass
https://www.gdcvault.com/play/1021926/Destiny-s-Multithreaded-Rendering
Vertex shading
ON GPU PROCESS MODEL
VERTICES
TRANSFORM MODEL
TO WORLD
COORDINATES
http://www.codinglabs.net/article_world_view_projection_matrix.aspx
Frustum culling
ON CPU QUERY WORLD
OBJECT TREE
KEEP OBJECTS WITHIN
THE VIEW FRUSTUM
https://kotaku.com/horizon-zero-dawn-uses-all-sorts-of-clever-tricks-to-lo-1794385026
Frustum Culling in Horizon Zero Down - Video
Rasterisation
https://www.raywenderlich.com/5493-metal-rendering-pipeline-tutorial
ON GPU PROJECT 3D OBJECTS
ON 2D CAMERA
SCREEN
SAMPLE IMAGE TO
CREATE PIXELS (ANTI-
ALIASING NEEDED)
Pixel/Fragment shader
ON GPU INTERPOLATE BETWEEN
PROJECTED VERTICES
(PIXELS)
CALCULATE COLOR FROM
TEXTURES, NORMAL
VECTORS AND BRDF
http://www.adriancourreges.com/blog/2015/11/02/gta-v-graphics-study/
• G-buffer / multiple render target / deferred rendering:

• color

• depth

• PBR attributes (roughness, shininess)
Ray-tracing
Ray-tracing
•Instead of projecting
triangles on the screen,
simulate the image caption
of the eyes
•Cast rays for each pixel,
trace its path, calculate
shading
https://en.wikipedia.org/wiki/Ray_tracing_(graphics)
Casting
•  
http://www.realtimerendering.com/Real-Time_Rendering_4th-Real-Time_Ray_Tracing.pdf
Trace
•  
Shade
• Define the color of the ray according the path it travelled
• Check if light can directly impact the intersection point
• Use a Bidirectional Reflectance Distribution Function to calculate
the effect of global illumination on the texture of the pixel
• Shoot further rays from the intersection point into the scene with
a defined distribution. Repeat from the trace step.
• Real-time ingredients
• Limit the depth of recursion
• Optimize distribution of reflection rays
• Use denoising to balance less rays
Ray-trace now
• Rasterization (used for model meshes and basic texture) mixed with raytracing (lighting,
shadow) supported by graphic cards (RTX)
https://www.unrealengine.com/en-US/blog/porsche-nvidia-and-epic-games-reveal-the-speed-of-light-for-porsche-911-speedster-concept
Metal
Putting our knowledge to use
•Option to create rasterization pipelines and boost illumination
calculation with triangle raytracing
•configure render pipeline
•implement vertex, fragment shaders
•Option for General purpose GPU programming: compute
shaders for ray tracing
•kernel shader
Building blocks
• MTLDevice: Interface to GPU

• MTKView: Shows the render output

• MTLCommandQueue: Render pipeline configuration and execution queue

• MTLComputePipelineState: iOS representation of our kernel function and
state

• MTLBuffer: Memory allocation between CPU and GPU

• shaders.metal: Our compiled shader code
Metal Shading Language
• C++14 with restrictions
• vertex/fragment/kernel shader functions
• Memory
• thread: allocated on thread
• device: flexible, low frequency
• constant: fix, high frequency
• SIMD types: float4, float4x4
• Pass input output via buffers, textures
Thread and Threadgroups
• Thread: Single instance of your kernel function executed on a 1D, 2D, 3D grid
• Threadgroup: Collection of threads that share a common block of memory
https://developer.apple.com/documentation/metal/about_threads_and_threadgroups
Example app
• Only for device
• Started from a Metal example
• Written In Swift
• Use compute shaders, GPGPU
• Use the thread ID (x, y) for ray coordinates
• Using Phong BRDF with spherical UV mapping
Check out!
Conclusion
•Application should keep
good balance between CPU
and GPU
•Rasterization rendering is
based on multiple decades
of striving for real-time
performance
•Ray-tracing catches-up,
currently mixed with
rasterization
•Both can be implemented in
Metal, but rasterization is
more supported
Resources
•Game Engine Architecture book
•Real-time rendering book
•Metal Documentation

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