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Aalto Tatu Latest Graphics Technology

The document summarizes experiments with DirectX Raytracing in Remedy Entertainment's Northlight game engine. It demonstrates how raytracing can be used to improve lighting effects like ambient occlusion, shadows, and reflections over traditional rasterization techniques. It also explores using raytracing for indirect diffuse lighting by tracing rays to calculate global illumination stored in a sparse voxel grid. Overall, raytracing provides easy access to state-of-the-art effects and the ability to prototype algorithms not possible with standard rasterization.

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0% found this document useful (0 votes)
92 views76 pages

Aalto Tatu Latest Graphics Technology

The document summarizes experiments with DirectX Raytracing in Remedy Entertainment's Northlight game engine. It demonstrates how raytracing can be used to improve lighting effects like ambient occlusion, shadows, and reflections over traditional rasterization techniques. It also explores using raytracing for indirect diffuse lighting by tracing rays to calculate global illumination stored in a sparse voxel grid. Overall, raytracing provides easy access to state-of-the-art effects and the ability to prototype algorithms not possible with standard rasterization.

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Sighman Says
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The Latest Graphics Technology

in Remedy's Northlight Engine

Tatu Aalto
Lead Graphics Programmer
The Latest Graphics Technology
in Remedy's Northlight Engine

Tatu Aalto
Lead Graphics Programmer
The Latest Graphics Technology
in Remedy's Northlight Engine

Tatu Aalto
Lead Graphics Programmer
Experiments with DirectX
Raytracing in Remedy's
Northlight Engine

Tatu Aalto
Lead Graphics Programmer
REMEDY ENTERTAINMENT PLC.
Founded in 1995 | Espoo | Finland | 165+ employees

BEST KNOWN FOR:


Max Payne | Alan Wake | Quantum Break

CURRENTLY WORKING ON:


P7 (own IP) with 505 Games
CrossFire 2 (Story Mode) with Smilegate
Northlight engine and tools
Agenda

Quick introduction to DirectX Raytracing


Area shadows
Ambient occlusion
Reflections
Indirect Diffuse
Experiments with DirectX Raytracing in Northlight
https://youtu.be/70W2aFr5-Xk
Visibility based algorithms
Visibility based algorithms

Top Level

Bottom Level
Bottom Level
Bottom Level
Bottom Level
Bottom Level
Top Level
Dynamic Geometry
Ambient Occlusion
Ambient Occlusion

Screen Space Raytraced


Ambient Occlusion

Single ray per pixel on 1080p is roughly 5ms


Ambient Occlusion

1 rpp 2 rpp 4 rpp 16 rpp


Shadows
Shadows

Shadow Map Raytracing


Shadows
Shadows
Shadows
Shadows

Single ray per pixel on 1080p is under 4ms


More than visibility
More than visibility

Geometry
More than visibility

Geometry
1
Chair 1 2 3 4 5
2

6
Chair 2 7 8 9 10
2
More than visibility

Material parameters in buffer

1 2 3 4 5 6

Textures in descriptor heap

1 2 3 4 5 6 Draw calls
More than visibility

Lighting
Reflections
Reflections

Screen Space Raytraced


Reflections

Screen Space
Reflections

Screen Space
Reflections

Screen Space
Reflections

Screen Space
Reflections

Raytraced
Reflections

Distance intrinsic
Reflections

Texture Coordinates
Reflections

Diffuse Albedo
Reflections

Lighting
Reflections

Fresnel * Lighting * Material


Reflections
Reflections

1 ray per pixel


Reflections

+ 3 rays on bright pixels


Reflections

and combine with small damping


Reflections

Optimise by using shadow maps


Indirect Diffuse
Indirect Diffuse
Indirect Diffuse

Similar to AO, lots of non-coherent rays


Indirect Diffuse

GI stored in sparse grid


volume
Indirect Diffuse

Irradiance calculated
based on static geometry
and static set of lights
Indirect Diffuse

Dynamic geometry can


receive light, but does not
contribute to calculated
irradiance
Indirect Diffuse

No contribution from
dynamic geometry
Indirect Diffuse

Trilinear sampling creates


stair casing
Indirect Diffuse

Thin geometry causes light


leaking
Indirect Diffuse

Gather lighting by
sampling radiance over
cosine distribution
Indirect Diffuse

Account missing geometry


Indirect Diffuse
Indirect Diffuse
Direct sampling and AO
Raytraced Gather
Direct sampling and AO
Raytraced Gather
Indirect Diffuse

We can also sample


lighting on geometry hit
Indirect Diffuse
Indirect Diffuse
Direct lighting
Final lighting without reflections
Final Lighting
Summary

- Easy access to state of the art GPU raytracing via DXR


- Performance is getting there
- Easy to prototype algorithms that don’t fit to rasterisation
- Possible to combine with existing low frequency structures
Benjamin Lindquist
Janne Pulkkinen
Juha Sjöholm (NVIDIA)
Juho Jousmäki
Pablo Fernandez
Sami Kastarinen
Stuart MacDonald
Teppo Ylitalo
Thomas Puha
Elmeri Raitanen
Ilkka Koho (NVIDIA)
HIRING

remedygames.com/careers

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