DirectX raytracing - pop up



In 2018, Microsoft announced the raytracing API (DXR) as part of DirectX 12. The raytracing approach forces a complete rethinking of the way 3D scenes are rendered, shifting the classic rasterization approach into the background. APIs are being modernized, more efficient GPUs are being developed, and visualization package developers are trying new possibilities. However, even on the most powerful graphics cards, the power is sufficient to generate just a few beams per pixel to ensure a stable frame rate. Plus, performance is highly dependent on the complexity of the materials and scene. But even today, advanced algorithms for noise reduction and accumulation of the illumination result allow achieving a high degree of realism. All this motivates to experiment in this area.



GPU ray tracing is relatively new. In 2009, DirectX 11 came out with compute shaders - this gave impetus to the development of non-graphics computing. However, the design of the acceleration structures fell entirely on the shoulders of the programmer, which slowed down development. Specialized intersection libraries have become widespread, such as AMD's Radeon Rays. In DXR, accelerating structures are represented on the black box principle and the intersection occurs using special hardware blocks. Ray tracing has also been added to Vulkan as a VK_NV_ray_tracing extension for Nvidia cards. In March 2020, with minor changes, the VK_KHR_ray_tracing extensions were released, it is no longer vendor-specific, it may be included in the Vulkan 1.3 specification.Full-fledged ray tracing is planned for AMD by the end of 2020. Ubiquitous support makes the technology more promising.



DXR . — . , . , , , . , (, ). , (hit, miss, procedural hit, closest hit), , , , . pipeline .





DXR- GPU Nvidia RTX 2060 . Windows SDK 19041 ( , Miscrosoft ), IDE Visual Studio 2019, C++.





DXR , raygen-. ID3D12GraphicsCommandList4::DispatchRays() c , TraceRay(). top level acceleration structure. , . , , , (closest hit). , .





miss hit-. payload — . DirectX, global root signature. per-shader , local root signature Shader binding table. , .





:



  • bottom-level, top-level acceleration structures
  • raytracing pipeline
  • shading binding table (SBT) — per-shader


.



Bottom-level acceleration structure (BLAS)



, — . BLAS . BLAS . . BLAS GPU, command list . , BLAS (scratch-). DirectX 12, API, ID3D12Device5::GetRaytracingAccelerationStructurePrebuildInfo. D3D12_RESOURCE_STATE_RAYTRACING_ACCELERATION_STRUCTURE — .



D3D12_RAYTRACING_GEOMETRY_DESC — BLAS. ( index-buffer ):



D3D12_RAYTRACING_GEOMETRY_DESC geometryDesc = {};
geometryDesc.Type = D3D12_RAYTRACING_GEOMETRY_TYPE_TRIANGLES;
geometryDesc.Triangles.IndexBuffer = 0;// GPU-address index- (  )
geometryDesc.Triangles.IndexCount = 0;
geometryDesc.Triangles.IndexFormat = 0;//  DXGI_FORMAT_R16_UINT;
geometryDesc.Triangles.VertexFormat = DXGI_FORMAT_R32G32B32_FLOAT;
geometryDesc.Triangles.VertexCount = < >;
geometryDesc.Triangles.VertexBuffer.StartAddress = <GPU-address  >;
geometryDesc.Triangles.VertexBuffer.StrideInBytes = sizeof(Vertex);


BLAS:



D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS bottomLevelInputs;
bottomLevelInputs.DescsLayout = D3D12_ELEMENTS_LAYOUT_ARRAY;
bottomLevelInputs.Flags = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAG_PREFER_FAST_TRACE;
bottomLevelInputs.Type = D3D12_RAYTRACING_ACCELERATION_STRUCTURE_TYPE_BOTTOM_LEVEL;
bottomLevelInputs.pGeometryDescs = &geometryDesc;
bottomLevelInputs.NumDescs = 1;

D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC bottomLevelBuildDesc = {};
bottomLevelBuildDesc.Inputs = bottomLevelInputs;
bottomLevelBuildDesc.ScratchAccelerationStructureData = scratchResource->GetGPUVirtualAddress();
bottomLevelBuildDesc.DestAccelerationStructureData = bottomLevelAccelerationStructure->GetGPUVirtualAddress(); // ID3D12Resource* bottomLevelAccelerationStructure -    


BLAS:



dxrCommandList->BuildRaytracingAccelerationStructure(&bottomLevelBuildDesc, 0, nullptr);


Top-level acceleration structure (TLAS)



TLAS BLAS . BLAS , . TLAS BLAS — scratch-. , scratch-, TLAS BLAS. TLAS :



    D3D12_RAYTRACING_INSTANCE_DESC instanceDesc[2] = {};

    for (int i = 0; i < 2; ++i)
    {
        instanceDesc[i].Transform = YourEngineTransformToDXR(transforms[i]);
        instanceDesc[i].InstanceMask = 1;
        instanceDesc[i].InstanceID = 0; //  
        instanceDesc[i].InstanceContributionToHitGroupIndex = i; //     hit SBT
        instanceDesc[i].AccelerationStructure = bottomLevelAccelerationStructure->GetGPUVirtualAddress();
    }


TLAS (D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_INPUTS D3D12_BUILD_RAYTRACING_ACCELERATION_STRUCTURE_DESC) BLAS.



Raytracing pipeline



graphic compute raytracing pipeline state object — . RT pipeline -, . CD3DX12_STATE_OBJECT_DESC CreateSubobject(< >).



  1. . BytecodeLength pShaderBytecode D3D12_SHADER_BYTECODE, SetDXILLibrary() DefineExport(). 3- : raygen, hit, miss.
  2. Hit group (CD3DX12_HIT_GROUP_SUBOBJECT). hit group-, . SetHitGroupExport, SetHitGroupType(D3D12_HIT_GROUP_TYPE_TRIANGLES). hit-group, .
  3. (CD3DX12_RAYTRACING_SHADER_CONFIG_SUBOBJECT). payload — , TraceRay , closest hit — 2 float.
  4. (CD3DX12_RAYTRACING_PIPELINE_CONFIG_SUBOBJECT). 1.
  5. root signature (CD3DX12_LOCAL_ROOT_SIGNATURE_SUBOBJECT). , hit-. SBT ( ).
  6. local root signatore c hit group (CD3DX12_SUBOBJECT_TO_EXPORTS_ASSOCIATION_SUBOBJECT). root signature SetSubobjectToAssociate() AddExport().
  7. root signature (CD3DX12_GLOBAL_ROOT_SIGNATURE_SUBOBJECT). , . SetComputeRootDescriptorTable, SetComputeRootShaderResourceView SetComputeRoot32BitConstants.


Shader binding table (SBT)



SBT — . , , . , GPU-, . .



shader record. TLAS , — . . TLAS BLAS, TraceRay(), .



3 : ray generation, hit miss, , , . , . GPU- , DispatchRays(). shader record-.



shader record-a . raygen miss , shader record-a . , , , root signature, SBT. shader record D3D12_RAYTRACING_SHADER_RECORD_BYTE_ALIGNMENT ( 32 ).



void*, GetShaderIdentifier() ID3D12StateObjectProperties, COM- raytracing pipeline. raygen- (miss ) :



ComPtr<ID3D12StateObjectProperties> stateObjectProperties;
dxrStateObject.As(&stateObjectProperties);
void* rayGenShaderIdentifier = stateObjectProperties->GetShaderIdentifier(L"RayGen");


. SBT raygen miss .



hit float4 . SBT root signature: virtual GPU-address/GPU-handle. constant buffer, hit SBT shader record-. 32- 4x4- , 48, - 64 . :







vertex-fragment shader 3: raygen, hit, miss.



raygen:



#include "Common.hlsl"
#include "Global.hlsl"

struct CameraData
{
    float4 forward;
    float4 right;
    float4 up;
    float4 origin;
};

ConstantBuffer<CameraData> gCamera : register(b0);

[shader("raygeneration")] 
void RayGen() 
{
    HitInfo payload;
    payload.colorAndDistance = float4(0, 0, 0, 0);

    uint2 launchIndex = DispatchRaysIndex().xy;
    float2 dims = float2(DispatchRaysDimensions().xy);

    float2 ndc = float2(
        float(launchIndex.x + 0.5f) / dims.x * 2 - 1,
        float(dims.y - launchIndex.y - 1 + 0.5) / dims.y * 2 - 1);

    RayDesc ray;
    ray.Origin = gCamera.origin.xyz;
    ray.Direction = GetWorldRay(ndc, gCamera.forward.xyz, gCamera.right.xyz, gCamera.up.xyz);
    ray.TMin = 0;
    ray.TMax = 100000;

    TraceRay(
        SceneBVH,
        RAY_FLAG_NONE,
        0xFF, 
        0, // RayContributionToHitGroupIndex
        0, // MultiplierForGeometryContributionToHitGroupIndex
        0, // MissShaderIndex
        ray,
        payload);

    gOutput[launchIndex] = float4(payload.colorAndDistance.rgb, 1.f);
}


. TLAS, , SBT. TraceRay() payload . [shader("raygeneration")] , , , "RayGen" , .



closesthit



#include "Common.hlsl"
#include "Global.hlsl"

struct InstanceData
{
    float4 color;
};
ConstantBuffer<InstanceData> instanceData : register(b1);

[shader("closesthit")] 
void ClosestHit(inout HitInfo payload, Attributes attrib)
{
    float3 barycentrics = float3(1.f - attrib.bary.x - attrib.bary.y, attrib.bary.x, attrib.bary.y);

    float3 vertexNormals[3] = {
        Vertices[PrimitiveIndex() * 3].normal,
        Vertices[PrimitiveIndex() * 3 + 1].normal,
        Vertices[PrimitiveIndex() * 3 + 2].normal
    };

    float3 N = vertexNormals[0] * barycentrics.x +
        vertexNormals[1] * barycentrics.y +
        vertexNormals[2] * barycentrics.z;

    const float3 L = normalize(float3(0, -0.4, 1));

    payload.colorAndDistance = float4(instanceData.color.rgb * max(0, dot(N, L)), RayTCurrent());
}


. - payload. . . , .



miss.



#include "Common.hlsl"

[shader("miss")] 
void Miss(inout HitInfo payload : SV_RayPayload)
{
    payload.colorAndDistance = float4(0.0f, 0.2f, 0.7f, -1.0f);
}


— .



Main loop



main loop :



//...
//   root signature
dxrCommandList->SetComputeRootSignature(raytracingGlobalRootSignature.Get());

//   descriptor heap
dxrCommandList->SetDescriptorHeaps(1, descriptorHeap.GetAddressOf());

//   
dxrCommandList->SetComputeRootDescriptorTable(0, raytracingOutputResourceUAVGpuDescriptor);
dxrCommandList->SetComputeRootDescriptorTable(1, buffersGpuDescriptor);
dxrCommandList->SetComputeRootShaderResourceView(2, topLevelAccelerationStructure->GetGPUVirtualAddress());

//   
//...

D3D12_DISPATCH_RAYS_DESC dispatchDesc = {};
dispatchDesc.HitGroupTable.StartAddress = hitGroupShaderTable->GetGPUVirtualAddress();
dispatchDesc.HitGroupTable.SizeInBytes = hitGroupShaderTable->GetDesc().Width;
dispatchDesc.HitGroupTable.StrideInBytes = 64; //  hit shader record 
dispatchDesc.MissShaderTable.StartAddress = missShaderTable->GetGPUVirtualAddress();
dispatchDesc.MissShaderTable.SizeInBytes = missShaderTable->GetDesc().Width;
dispatchDesc.MissShaderTable.StrideInBytes = dispatchDesc.MissShaderTable.SizeInBytes;
dispatchDesc.RayGenerationShaderRecord.StartAddress = rayGenShaderTable->GetGPUVirtualAddress();
dispatchDesc.RayGenerationShaderRecord.SizeInBytes = rayGenShaderTable->GetDesc().Width;
dispatchDesc.Width = width;
dispatchDesc.Height = height;
dispatchDesc.Depth = 1;

dxrCommandList->SetPipelineState1(dxrStateObject.Get());

dxrCommandList->DispatchRays(&dispatchDesc);
//...






In the article, we examined the basic objects necessary to get started with DXR, and also applied this knowledge in practice. Questions of DirectX initialization, loading models, compiling shaders, etc., which are not relevant, were deliberately omitted. In the next articles, it is planned to shift the emphasis on, in fact, graphics, rather than working with the API.



Links:



https://github.com/k-payl/X12Lib/blob/master/src/examples/raytracing.cpp

https://microsoft.github.io/DirectX-Specs/d3d/Raytracing.html

https: // developer. nvidia.com/rtx/raytracing/dxr/DX12-Raytracing-tutorial-Part-1




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