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Raytraced Shadows in Call of Duty: Modern Warefare

Raytracing and Acceleration Structures

Presentation Link

Video of presentation

Summary

  • Raytracing works well for visibility of local lights
  • Balance merging of geometries into BLASes
    • Merging impacts instancing
  • BLAS build is slow, use multithreaded command lists
  • Shadows dont need many slow raytracing features
    • Except for alpha tested geometry
  • Mismatch between BLAS and geometry
    • Solution uses ray bias in AnyHit shader

DXR Overview

  • Several new shaders
    • AnyHit, Miss, Closest hit, & more
    • Communicate through 'payload'
  • Acceleration Structures (AS's) for ray traversal
  • BLAS & TLAS - Top & Bottom level AS's
    • Helps with rebuilding quickly

Introduction to DirectX Raytracing

Graphics Programming Virtual Meetup

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