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title, date, tags, rating
title | date | tags | rating |
---|---|---|---|
UE5RayTracing渲染管线笔记——(1) | 2022-08-09 13:55:15 | RayTracing | ⭐️⭐️ |
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:
FRayTracingScene RayTracingScene;
TArray<FLightSceneInfo*, TInlineAllocator<4>> RayTracedLights;
FRayTracingScene还存储着FRayTracingGeometryInstance数组、TArray<const FRayTracingGeometry*> 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()。
// 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<FRayTracingMeshResourceCollector>(...);
- 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<const FRayTracingGeometrySegment> 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:
#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。
- 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)
- 进行余弦-半球采样并转换局部坐标为世界空间。
- 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)
- 使用RandomSequence生成随机样本。之后调用GenerateCosineNormalRay(),生成Ray。
- 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>
,SkyLightVisibilityRays为方向与PDF值,float4 DirectionAndPdf;
。- FGenerateSkyLightVisibilityRaysCS的流程
- 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"));
- 计算每个像素数据。
- 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
- 使用Sobol算子采样来得到样本。
- 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;};
- 计算最终的半球混合PDF:float MisWeightOverPdf = 1.0 / lerp(UniformPdf, SkyLightPdf, SkyLightSamplingStrategyPdf);
- 计算Ray的Index,并将结果写入。
- 计算坐标UAV坐标与SkyLightSamplingStrategyPdf(会使用SkylightPdf)。
- 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。
- FGenerateSkyLightVisibilityRaysCS的流程
-
合成SkyLight
FRayTracingSkyLightRGS
FRayTracingSkyLightRGS是一个GlobalShader,但因为是一个RayTracing Shader,所以宏的类型为:
IMPLEMENT_GLOBAL_SHADER(FRayTracingSkyLightRGS, "/Engine/Private/Raytracing/RaytracingSkylightRGS.usf", "SkyLightRGS", SF_RayGen);
TLAS数据位于通过Scene->RayTracingScene->RayTracingSceneSRV。
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
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<FOpaqueShadowHitGroup>().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。
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
#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