SMU Guildhall Graduate Catalog — 2024 Cohort 32 | Page 74

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Jianming “ Jamie ” Shi
Software Development
Raytraced Physically-Based Rendering
The goal of my thesis was to make use of the DirectX12 DirectX Raytracing ( DXR ) pipeline to achieve real-time material rendering with the physically based rendering ( PBR ) method . Based on the metallic workflow , each material takes albedo , normal , roughness , metallic , and ambient occlusion textures as inputs adopted by commercial game engines like Unreal Engine . Also , the project includes directional and point light sources , imagebased light , and real-time shadow .
pipeline , I gained a solid foundation of modern graphics API knowledge , understood the pipeline architecture of both rasterization and raytracing , and experienced the differences between them . By implementing PBR , I was able to understand the render equation describing how lights interact with material surfaces and a popular realistic rendering solution ( the Cook-Torrance reflectance equation ) built to solve the render equation for realtime rendering purposes .
I have always been fascinated by the thrilling , realistic rendering style in games . I feel that a photorealistic scene can provide a more immersive gaming experience . The desire for photorealistic rendering and curiosity about graphics programming forced me to choose this topic .
This thesis took me approximately 425 hours to complete . By setting up the DirectX12 and DirectX raytracing rendering
Real-time raytracing has become feasible in the past decade because of continuous advances in hardware . Also , physically based rendering ( PBR ) using rasterization , a classic and necessary graphics technique for realistic rendering , has significantly improved the visual realism of video games . This project presents an innovative and valuable solution by combining the two of them , providing huge practical significance for the industry .
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