Video Series: Path Tracing for Quake II in Two Months (original) (raw)

You wouldn’t know Quake II is now more than 20 years old when looking at the new RTX version. Path-traced reflections, shadows, and dynamic light sources bring the game’s cavernous environments to life. These new lighting techniques produce a more grounded and convincing aesthetic than the fully rasterized look we’ve all become accustomed to in modern games.

Quake II RTX started as a research project called Q2VKPT by Christoph Schied. He started experimenting with an NVIDIA RTX GPU and _Quake II_’s open-source code to better understand the state of the art for path tracing in real time. Even after revamping the lighting systems to add more realistic lighting, the game still ran at 60fps at 2560×1440 on a GeForce RTX 2080 Ti.

How was this technical feat accomplished? Christoph explains his process in detail in a talk delivered at the 2019 GDC. We’ve broken his GDC talk into three short videos. Don’t worry about taking notes; we’ve captured all of the slides below, along with explanatory bullets.

Part 1: Path Tracing Defined (4 Minutes 52 Seconds)

Key Points to Remember:

path tracing 2

path tracing stochastic

main challenges

q2vkpt

Part 2: Denoising (10 Minutes 18 Seconds)

Key Points to Remember:

denoiser1

denoised result

main concepts

svgf

edge atrous

SVGF shadow problem

screen space

adaptive temporal filtering

adaptive temporal filter weight

quake purple

Part 3: Path Tracer (8 Minutes)

Key Points to Remember:

static lights

dynamic lights

sample by contribution

path tracer eye

quake trio final

sampling pattern

white noise

blue noise

Magnitude

accelerationstructures

forwardbackward

Final Thoughts

Real-time path tracing is possible (in the near future), but the transition can be difficult. You need random access to everything as well as having to tweak the assets. More research specifically tailored towards real-time rendering needs to take place, including digging into fast and robust importance sampling and denoising.

The entire talk can be viewed on the NVIDIA Developer website (you must be an NVIDIA Registered Developer to view), which includes an additional 25 minute breakdown of the making of Quake II RTX from an NVIDIA engineer’s perspective.

If you are working on ray-traced games, we also recommend looking at our newly released Nsight Graphics 2019.3, a debugging and GPU profiling tool which has been updated to include support for DXR and NVIDIA VKRay.

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