MSDN Documentation

Windows Development - Computational Graphics

Ray Tracing: Illuminating the Path to Realistic Graphics

Ray tracing is a powerful rendering technique that simulates the physical behavior of light to achieve photorealistic images. Unlike rasterization, which projects 3D objects onto a 2D screen, ray tracing casts rays from the camera through each pixel and simulates their interaction with the scene's geometry, including reflections, refractions, and shadows.

The Core Principle

At its heart, ray tracing involves tracing the path of light rays. For each pixel on the screen, a primary ray is cast from the camera's viewpoint through that pixel into the 3D scene. When this ray intersects with an object, several things can happen:

These secondary rays can in turn create further reflections, refractions, and cast shadows, leading to complex and realistic lighting effects. The process is recursive, with termination conditions usually based on a maximum recursion depth or a threshold for light intensity to prevent infinite loops.

Key Concepts in Ray Tracing

Implementing Ray Tracing with DirectX 12

DirectX 12 offers powerful features for implementing ray tracing directly on the GPU. Key components include:

Example Shader Snippets (Conceptual HLSL)


// Ray Generation Shader
[SHADER("RAYTRACER_RAY_GEN")]
void RayGenShader(...)
{
    uint2 dispatchThreadId = DispatchRaysIndex().xy;
    float2 screenUV = float2(dispatchThreadId) / DispatchRaysDimensions().xy;

    Ray ray;
    ray.Origin = camera.position;
    ray.Direction = normalize(WorldFromScreen(screenUV) - camera.position);
    ray.TMin = 0.001f;
    ray.TMax = FLT_MAX;

    // Trace the ray
    TraceRay(
        TopLevelAS,          // Top-level acceleration structure
        RAY_FLAG_FORCE_OPAQUE, // Ray flags
        0xFF,                // Instance mask
        0,                   // Hit group index
        0,                   // RT Shader index
        0,                   // Multiplier for object to world transform
        ray                  // The ray to trace
    );
}

// Closest Hit Shader
[SHADER("RAYTRACER_CLOSEST_HIT")]
void ClosestHitShader(...)
{
    // Intersection information available here:
    // Attributes.WorldNormal, Attributes.TexCoord, etc.
    // Dispatch the shadow ray, reflection ray, etc.
    // Calculate final pixel color based on material and lighting
    OutputPixel(dispatchThreadId, calculatedColor);
}

// Miss Shader
[SHADER("RAYTRACER_MISS")]
void MissShader(...)
{
    // If ray doesn't hit anything, output a background color
    OutputPixel(dispatchThreadId, backgroundColor);
}
            

Advantages of Ray Tracing

Challenges and Considerations

Further Reading