--- title: UE5RayTracing渲染管线笔记——(1) date: 2022-08-09 13:55:15 tags: RayTracing rating: ⭐️⭐️ --- ## 任务 - [ ] 查看这个如何针对各个View构建场景 ## 渲染事件 RayTracingScene位于LumenSceneUpdate之后。 ## 收集场景信息 ### 场景信息 在FScene中定了这2个变量来存储RayTracing专用的场景信息: ```c# FRayTracingScene RayTracingScene; TArray> RayTracedLights; ``` FRayTracingScene还存储着FRayTracingGeometryInstance数组、TArray GeometriesToBuild、RayTracingSceneBuffer、RayTracingSceneSRV。 ### 收集过程 主要的逻辑位于GatherRayTracingWorldInstancesForView()中,通过RayTracingCollector来收集场景中的图元。在FSceneRenderer定义了MeshCollector与RayTracingCollector,其中MeshCollector的GatherDynamicMeshElements()在计算可见性阶段被调用()。 ```c# // Gather mesh instances, shaders, resources, parameters, etc. and build ray tracing acceleration structure FRayTracingScene& RayTracingScene = Scene->RayTracingScene; RayTracingScene.Reset(); // Resets the internal arrays, but does not release any resources. const int32 ReferenceViewIndex = 0; FViewInfo& ReferenceView = Views[ReferenceViewIndex]; // Prepare the scene for rendering this frame. GatherRayTracingWorldInstancesForView(GraphBuilder, ReferenceView, RayTracingScene); ``` - GatherRayTracingWorldInstancesForView() - FGPUScenePrimitiveCollector DummyDynamicPrimitiveCollector; - 给RayTracingCollector的内部变量赋值:RayTracingCollector.AddViewMeshArrays(&View,&View.RayTracedDynamicMeshElements,&View.SimpleElementCollector,&DummyDynamicPrimitiveCollector,ViewFamily.GetFeatureLevel(),&DynamicIndexBufferForInitViews,&DynamicVertexBufferForInitViews,&DynamicReadBufferForInitViews); - 创建Mesh资源收集器:`View.RayTracingMeshResourceCollector = MakeUnique(...);` - 初始化Rtx裁剪变量:View.RayTracingCullingParameters.Init(View); - 创建FRayTracingMaterialGatheringContext MaterialGatheringContext{Scene,&View,ViewFamily,GraphBuilder,*View.RayTracingMeshResourceCollector}; - 声明FRelevantPrimitive结构体,实现InstancingKey()用于返回图元类型掩码。并定义FRelevantPrimitive数组,长度为场景图元总数。 - 遍历所有图元, ### 加速结构构建 >RayTracingGem中有提到了加速结构的Rebuild与Refit概念。 该步骤会在BasePass()之前调用。DispatchRayTracingWorldUpdates()的注释说: >异步构建可能会与BasePass重合。 Async AS builds can potentially overlap with BasePass GeometriesToBuild在GatherRayTracingWorldInstancesForView()被填充,之后在DispatchRayTracingWorldUpdates()中通过**GRayTracingGeometryManager.ForceBuildIfPending(GraphBuilder.RHICmdList, RayTracingScene.GeometriesToBuild);**更新。 - FRayTracingGeometryManager GRayTracingGeometryManager:全局的场景管理类。 - ForceBuildIfPending():添加需要强制构建的多边形。 - ProcessBuildRequests():在排序请求后,调用**InCmdList.BuildAccelerationStructures(BuildParams);**构建加速结构。Render() 2634 =>DispatchRayTracingWorldUpdates()=>ProcessBuildRequests()=>InCmdList.BuildAccelerationStructures(BuildParams); 加速结构存在一个UAV上,以FRayTracingGeometryBuildParams为单位。里面存储了`FRayTracingGeometryRHIRef Geometry、BuildMode、以及TArrayView Segments;` ### FRayTracingScene 使用这个类来管理Rtx场景。 ## RayTracingCommon.h UE使用宏来简化RayTracingShader的编写。 比如RayTracingShader入口函数: ```c++ #ifndef RAY_TRACING_ENTRY_RAYGEN #define RAY_TRACING_ENTRY_RAYGEN(name)\ [shader("raygeneration")] void name() #endif // RAY_TRACING_ENTRY_RAYGEN #ifndef RAY_TRACING_ENTRY_INTERSECTION #define RAY_TRACING_ENTRY_INTERSECTION(name)\ [shader("intersection")] void name() #endif //RAY_TRACING_ENTRY_INTERSECTION #ifndef RAY_TRACING_ENTRY_CLOSEST_HIT #define RAY_TRACING_ENTRY_CLOSEST_HIT(name, payload_type, payload_name, attributes_type, attributes_name)\ [shader("closesthit")] void name(inout payload_type payload_name, in attributes_type attributes_name) #endif //RAY_TRACING_ENTRY_CLOSEST_HIT #ifndef RAY_TRACING_ENTRY_ANY_HIT #define RAY_TRACING_ENTRY_ANY_HIT(name, payload_type, payload_name, attributes_type, attributes_name)\ [shader("anyhit")] void name(inout payload_type payload_name, in attributes_type attributes_name) #endif // RAY_TRACING_ENTRY_ANY_HIT #ifndef RAY_TRACING_ENTRY_MISS #define RAY_TRACING_ENTRY_MISS(name, payload_type, payload_name)\ [shader("miss")] void name(inout payload_type payload_name) #endif //RAY_TRACING_ENTRY_MISS ``` 所以Name需要与**IMPLEMENT_GLOBAL_SHADER**中定义的Shader入口函数名相同。 RayTracing函数: - FMinimalPayload Payload=TraceVisibilityRay() - FMaterialClosestHitPayload Payload = TraceMaterialRay() 以及其他工具函数: - DispatchRaysIndex() - GetPixelCoord() ## RenderRayTracingReflections - SortedDeferred FRayTracingDeferredReflectionsRGS ## RenderDiffuseIndirectAndAmbientOcclusion RenderRayTracingAmbientOcclusion() - 遍历每个View - 计算使用对应方式计算GI。将结果传递给FDiffuseIndirectInputs对象。 - 通过AmbientOcclusionRGS()RayTracing降噪得到AmbientOcclusionMask并传递给FDiffuseIndirectInputs.AmbientOcclusionMask。 - 如果有头发会多渲染头发的AO。 - 调用FDiffuseIndirectCompositePS将之前的渲染结果与GI、AO效果合成在一起。 FDiffuseIndirectCompositePS() ### AmbientOcclusionRGS RayTracingAmbientOcclusionRGS.usf - 计算UV、当前像素的FGBufferData以及WorldPosition与CameraDirection - 对于非SHADINGMODELID_TWOSIDED_FOLIAGE并且开启CONFIG_SHOOT_WITH_GEOMETRIC_NORMAL,则重新计算法线: - 通过HalfFOV * WorldDepth * ViewInvSize.z,计算像素半径 - 计算通过DDX与DDY计算几何法线。 - 计算3个球形高斯分布(没看懂)。 - 初始化RayTracing相关变量开始RayTracing。如果不开启追踪,将**Visibility = 1.0;RayCount = SamplesPerPixel;SamplesPerPixelLocal = 0.0;** - 使用RandomSequence生成随机样本。之后调用GenerateCosineNormalRay(),生成Ray。 1. 调用RandomSequence_GenerateSample2D()取得2维随机样本。默认使用Sobol低差异序列,其他还有Halton与Hash随机(https://github.com/skeeto/hash-prospector) 2. 进行余弦-半球采样并转换局部坐标为世界空间。 3. 完成Ray的初始化。 - 调用ApplyCameraRelativeDepthBias(),对Ray的起点进行摄像机->像素坐标方向的偏移一个ε,以解决浮点数不精确的问题。 - 计算光线采样权重, **max(dot(WorldNormal, Ray.Direction), 0.05) / max(RayPDF, 0.05);** - 调用TraceVisibilityRay()进行RayTracing。 - 累加采样结果。Tracing范围内没有遮挡物Visibility就是1,否则就是1-IntensityLocal。该值为后处理空间里设定的AO亮度值RayTracingAOIntensity。如果Ray Hit还会设置新的ClosestRayHitDistance值。 - 输出结果。 OcclusionMask=ShadingDotGeometric * (Visibility / RayCount);HitDistance=ClosestRayHitDistance;(这两个UAV都是屏幕空间降噪器的贴图变量,Shader处理完之后会进行降噪处理) - 否则直接使用世界法线,ShadingDotGeometric=1.0 ## RenderRayTracingSkyLight - 初始化FPathTracingSkylight SkylightParameters与FSkyLightData SkyLightData,如果天光功能未开启则返回黑色OutSkyLightTexture与OutHitDistanceTexture。 - 使用CVarRayTracingSkyLightScreenPercentage计算ResolutionFraction。 - 创建RDG Texture资源RayTracingSkylight与RayTracingSkyLightHitDistance。 - 调用GenerateSkyLightVisibilityRays()生成Ray样本集(256*256),格式为`RWStructuredBuffer`,`SkyLightVisibilityRays为方向与PDF值,float4 DirectionAndPdf;`。 - FGenerateSkyLightVisibilityRaysCS的流程 1. 计算坐标UAV坐标与SkyLightSamplingStrategyPdf(会使用SkylightPdf)。 - 大概率是在PrepareSkyTexture()中进行了资源绑定SkylightParameters->SkylightPdf = GraphBuilder.RegisterExternalTexture(Scene->PathTracingSkylightPdf, TEXT("PathTracer.SkylightPdf")); 2. 计算每个像素数据。 1. 生成随机序列,使用Hilbert curve算法: https://github.com/hcs0/Hackers-Delight/blob/master/hilbert/hil_s_from_xy.c.txt 2. 使用Sobol算子采样来得到样本。 3. 使用样本来计算天光采样结果,这一步会根据上下半球进行区分。 - ```FSkyLightSample {float3 Direction;float3 Radiance;float Pdf;};``` 4. 计算最终的半球混合PDF:float MisWeightOverPdf = 1.0 / lerp(UniformPdf, SkyLightPdf, SkyLightSamplingStrategyPdf); 5. 计算Ray的Index,并将结果写入。 - 创建用于输出结果的UAV对象OutSkyLightTexture、OutHitDistanceTexture,并且取得SceneTextures。 - 遍历所有View计算天光结果。 - 填充FRayTracingSkyLightRGS::FParameters。如果视口内有头发,将会额外绑定HairStrandsVoxelUniformParameters。 - 设置FRayTracingSkyLightRGS变体。 - 计算FIntPoint RayTracingResolution = View.ViewRect.Size() / UpscaleFactor; - RayTraceDispatch()。 - Denoising - 如果SceneViewState有效,返回SkyLightVisibilityRaysDimensions。 - 合成SkyLight ### FRayTracingSkyLightRGS FRayTracingSkyLightRGS是一个GlobalShader,但因为是一个RayTracing Shader,所以宏的类型为: ```c++ IMPLEMENT_GLOBAL_SHADER(FRayTracingSkyLightRGS, "/Engine/Private/Raytracing/RaytracingSkylightRGS.usf", "SkyLightRGS", SF_RayGen); ``` TLAS数据位于通过Scene->RayTracingScene->RayTracingSceneSRV。 ```c++ PassParameters->TLAS = View.GetRayTracingSceneViewChecked(); FRHIShaderResourceView* FViewInfo::GetRayTracingSceneViewChecked() const { FRHIShaderResourceView* Result = nullptr; check(Family); if (Family->Scene) { if (FScene* Scene = Family->Scene->GetRenderScene()) { Result = Scene->RayTracingScene.GetShaderResourceViewChecked(); } } checkf(Result, TEXT("Ray tracing scene SRV is expected to be created at this point.")); return Result; } FRHIShaderResourceView* FRayTracingScene::GetShaderResourceViewChecked() const { checkf(RayTracingSceneSRV.IsValid(), TEXT("Ray tracing scene SRV was not created. Perhaps BeginCreate() was not called.")); return RayTracingSceneSRV.GetReference(); } ``` #### AddPass RayGem的AddPass()标记为ERDGPassFlags::Compute。RHICmdList.RayTraceDispatch()需要RayGem管线状态、Shader、RayTracingSceneRHI、RayTracing资源与分辨率。 FRayTracingPipelineStateInitializer管线状态需要: - MaxPayloadSizeInBytes - RayGenShaderTable - HitGroupTable - bAllowHitGroupIndexing ```c++ FIntPoint RayTracingResolution = View.ViewRect.Size() / UpscaleFactor; GraphBuilder.AddPass( RDG_EVENT_NAME("SkyLightRayTracing %dx%d", RayTracingResolution.X, RayTracingResolution.Y), PassParameters, ERDGPassFlags::Compute, [PassParameters, this, &View, RayGenerationShader, RayTracingResolution](FRHIRayTracingCommandList& RHICmdList) { //资源绑定,将Texture、UniformStruct绑定的工具函数 FRayTracingShaderBindingsWriter GlobalResources; SetShaderParameters(GlobalResources, RayGenerationShader, *PassParameters); //取得RayTracing管线状态 FRayTracingPipelineState* Pipeline = View.RayTracingMaterialPipeline; //如果没开启RayTracing天光材质,则重新创建一个RayTracing管线状态。看得出主要需求RayGemShader与HitGroupTable if (CVarRayTracingSkyLightEnableMaterials.GetValueOnRenderThread() == 0) { // Declare default pipeline FRayTracingPipelineStateInitializer Initializer; Initializer.MaxPayloadSizeInBytes = RAY_TRACING_MAX_ALLOWED_PAYLOAD_SIZE; // sizeof(FPackedMaterialClosestHitPayload) FRHIRayTracingShader* RayGenShaderTable[] = { RayGenerationShader.GetRayTracingShader() }; Initializer.SetRayGenShaderTable(RayGenShaderTable); FRHIRayTracingShader* HitGroupTable[] = { View.ShaderMap->GetShader().GetRayTracingShader() }; Initializer.SetHitGroupTable(HitGroupTable); Initializer.bAllowHitGroupIndexing = false; // Use the same hit shader for all geometry in the scene by disabling SBT indexing. Pipeline = PipelineStateCache::GetAndOrCreateRayTracingPipelineState(RHICmdList, Initializer); } FRHIRayTracingScene* RayTracingSceneRHI = View.GetRayTracingSceneChecked(); RHICmdList.RayTraceDispatch(Pipeline, RayGenerationShader.GetRayTracingShader(), RayTracingSceneRHI, GlobalResources, RayTracingResolution.X, RayTracingResolution.Y); }); ``` #### Shader - 计算DispatchThreadId以及对应的屏幕UV。并且取得对应的FGBufferData。 - 计算出WorldPosition以及CameraDirection。 - 判断是否需要追踪光线: 是否是有限深度 && 当前像素的ShaderModel不是Unlit。如果需要追踪采样数为传入Shader的 SkyLight.SamplesPerPixel,否则为0。 - 调用SkyLightEvaluate(),进行光追计算。 - 初始化相关函数。 - 计算天光采样PDF。 - 采样循环 - 根据bDecoupleSampleGeneration(),选择执行使用SkyLightVisibilityRays的样本 或者使用随机序列生成样本。 - 如果当前像素的ShadingModel是Hair,需要重新计算CurrentWorldNormal。 - 偏移当前光线的深度,并计算NoL。 - 设置RayFlags,并且调用TraceVisibilityRay()进行光线追踪。返回FMinimalPayload(存光线命中距离信息) - 如果命中,累加RayDistance与HitCount。如没命中,累加BentNormal,并且计算FDirectLighting(光照计算,Hair会用另一套计算方式),最后累加ExitantRadiance、DiffuseThroughput、DiffuseExitantRadiance。 - ExitantRadiance、DiffuseThroughput、DiffuseExitantRadiance除以样本数目(HitDistance = RayDistance / HitCount)。 - 如果当前像素的ShadingModel是Hair,增加头发多重散射贡献值。 - 合成估算结果。DiffuseExitantRadiance.r = Albedo.r > 0.0 ? DiffuseExitantRadiance.r / Albedo.r : DiffuseExitantRadiance.r; - 乘以曝光值。 - 返回RWSkyOcclusionMaskUAV[DispatchThreadId]=float4(ClampToHalfFloatRange(DiffuseExitantRadiance.rgb), AmbientOcclusion);RWSkyOcclusionRayDistanceUAV[DispatchThreadId] = float2(HitDistance, SamplesPerPixel); #### 降噪(Denoising) - 调用IScreenSpaceDenoiser接口取得默认降噪器 - 设置IScreenSpaceDenoiser::FDiffuseIndirectInputs的Color与RayHitDistance(OutSkyLightTexture、OutHitDistanceTexture) - 设置IScreenSpaceDenoiser::FAmbientOcclusionRayTracingConfig的ResolutionFraction与RayCountPerPixel(ResolutionFraction、GetSkyLightSamplesPerPixel(SkyLight)) - 调用DenoiseSkyLight()输出降噪后的结果覆盖OutSkyLightTexture。 ```c++ if (GRayTracingSkyLightDenoiser != 0) { //取得默认降噪器 const IScreenSpaceDenoiser* DefaultDenoiser = IScreenSpaceDenoiser::GetDefaultDenoiser(); const IScreenSpaceDenoiser* DenoiserToUse = DefaultDenoiser;// GRayTracingGlobalIlluminationDenoiser == 1 ? DefaultDenoiser : GScreenSpaceDenoiser; //降噪器变量结构体需要使用之前的渲染结果以及Hit距离结果 IScreenSpaceDenoiser::FDiffuseIndirectInputs DenoiserInputs; DenoiserInputs.Color = OutSkyLightTexture; DenoiserInputs.RayHitDistance = OutHitDistanceTexture; { //初始化RayTracingConfig IScreenSpaceDenoiser::FAmbientOcclusionRayTracingConfig RayTracingConfig; RayTracingConfig.ResolutionFraction = ResolutionFraction; RayTracingConfig.RayCountPerPixel = GetSkyLightSamplesPerPixel(SkyLight); RDG_EVENT_SCOPE(GraphBuilder, "%s%s(SkyLight) %dx%d", DenoiserToUse != DefaultDenoiser ? TEXT("ThirdParty ") : TEXT(""), DenoiserToUse->GetDebugName(), View.ViewRect.Width(), View.ViewRect.Height()); //降噪 IScreenSpaceDenoiser::FDiffuseIndirectOutputs DenoiserOutputs = DenoiserToUse->DenoiseSkyLight( GraphBuilder, View, &View.PrevViewInfo, SceneTextures, DenoiserInputs, RayTracingConfig); //输出结果 OutSkyLightTexture = DenoiserOutputs.Color; } } ``` ## RenderRayTracingDebug 位于渲染Fog与Translucency、VirtualTextureFeedbackEnd()之后 ```c++ #if RHI_RAYTRACING if (IsRayTracingEnabled()) { // Path tracer requires the full ray tracing pipeline support, as well as specialized extra shaders. // Most of the ray tracing debug visualizations also require the full pipeline, but some support inline mode. if (ViewFamily.EngineShowFlags.PathTracing && FDataDrivenShaderPlatformInfo::GetSupportsPathTracing(Scene->GetShaderPlatform())) { for (const FViewInfo& View : Views) { RenderPathTracing(GraphBuilder, View, SceneTextures.UniformBuffer, SceneTextures.Color.Target); } } else if (ViewFamily.EngineShowFlags.RayTracingDebug) { for (const FViewInfo& View : Views) { RenderRayTracingDebug(GraphBuilder, View, SceneTextures.Color.Target); } } } #endif ``` DebugVisualizationMode具有3中模式: - TRAVERSAL:使用ComputeShader - RAY_TRACING_DEBUG_VIZ_PRIMARY_RAYS:使用SF_RayGen,FRayTracingPrimaryRaysRGS - DebugVisualizationMode == RAY_TRACING_DEBUG_VIZ_INSTANCES || DebugVisualizationMode == RAY_TRACING_DEBUG_VIZ_TRIANGLES;使用SF_RayGen,FRayTracingDebugRGS