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Add documentation for the raytracing API (#6747)
Co-authored-by: Connor Fitzgerald <[email protected]>
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# Ray Tracing Extensions | ||
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🧪Experimental🧪 | ||
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`wgpu` supports an experimental version of ray tracing which is subject to change. The extensions allow for acceleration structures to be created and built (with | ||
`Features::EXPERIMENTAL_RAY_TRACING_ACCELERATION_STRUCTURE` enabled) and interacted with in shaders. Currently `naga` only supports ray queries | ||
(accessible with `Features::EXPERIMENTAL_RAY_QUERY` enabled in wgpu). | ||
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**Note**: The features documented here may have major bugs in them and are expected to be subject | ||
to breaking changes, suggestions for the API exposed by this should be posted on [the ray-tracing issue](https://github.com/gfx-rs/wgpu/issues/1040). | ||
Large changes may mean that this documentation may be out of date. | ||
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***This is not*** an introduction to raytracing, and assumes basic prior knowledge, to look at the fundamentals look at | ||
an [introduction](https://developer.nvidia.com/blog/introduction-nvidia-rtx-directx-ray-tracing/). | ||
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## `wgpu`'s raytracing API: | ||
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The documentation and specific details of the functions and structures provided | ||
can be found with their definitions. | ||
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A [`Blas`] can be created with [`Device::create_blas`]. | ||
A [`Tlas`] can be created with [`Device::create_tlas`]. | ||
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Unless one is planning on using the unsafe building API (not recommended for beginners) a [`Tlas`] should be put inside | ||
a [`TlasPackage`]. After that a reference to the [`Tlas`] can be retrieved by calling [`TlasPackage::tlas`]. | ||
This reference can be placed in a bind group to be used in a shader. A reference to a [`Blas`] can | ||
be used to create [`TlasInstance`] alongside a transformation matrix, a custom index | ||
(this can be any data that should be given to the shader on a hit) which only the first 24 | ||
bits may be set, and a mask to filter hits in the shader. | ||
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A [`Blas`] must be built in either the same build as any [`Tlas`] it is used to build or an earlier build call. | ||
Before a [`Tlas`] is used in a shader it must | ||
- have been built | ||
- have all [`Blas`]es that it was last built with to have last been built in either the same build as | ||
this [`Tlas`] or an earlier build call. | ||
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[`Device::create_blas`]: https://wgpu.rs/doc/wgpu/struct.Device.html#method.create_blas | ||
[`Device::create_tlas`]: https://wgpu.rs/doc/wgpu/struct.Device.html#method.create_tlas | ||
[`Tlas`]: https://wgpu.rs/doc/wgpu/struct.Tlas.html | ||
[`Blas`]: https://wgpu.rs/doc/wgpu/struct.Blas.html | ||
[`TlasInstance`]: https://wgpu.rs/doc/wgpu/struct.TlasInstance.html | ||
[`TlasPackage`]: https://wgpu.rs/doc/wgpu/struct.TlasPackage.html | ||
[`TlasPackage::tlas`]: https://wgpu.rs/doc/wgpu/struct.TlasPackage.html#method.tlas | ||
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## `naga`'s raytracing API: | ||
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`naga` supports ray queries (also known as inline raytracing) only. Ray tracing pipelines are currently unsupported. | ||
Naming is mostly taken from vulkan. | ||
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```wgsl | ||
// - Initializes the `ray_query` to check where (if anywhere) the ray defined by `ray_desc` hits in `acceleration_structure | ||
rayQueryInitialize(rq: ptr<function, ray_query>, acceleration_structure: acceleration_structure, ray_desc: RayDesc) | ||
// - Traces the ray in the initialized ray_query (partially) through the scene. | ||
// - Returns true if a triangle that was hit by the ray was in a `Blas` that is not marked as opaque. | ||
// - Returns false if all triangles that were hit by the ray were in `Blas`es that were marked as opaque. | ||
// - The hit is considered `Candidate` if this function returns true, and the hit is considered `Committed` if | ||
// this function returns false. | ||
// - A `Candidate` intersection interrupts the ray traversal. | ||
// - A `Candidate` intersection may happen anywhere along the ray, it should not be relied on to give the closest hit. A | ||
// `Candidate` intersection is to allow the user themselves to decide if that intersection is valid*. If one wants to get | ||
// the closest hit a `Committed` intersection should be used. | ||
// - Calling this function multiple times will cause the ray traversal to continue if it was interrupted by a `Candidate` | ||
// intersection. | ||
rayQueryProceed(rq: ptr<function, ray_query>) -> bool` | ||
// - Returns intersection details about a hit considered `Committed`. | ||
rayQueryGetCommittedIntersection(rq: ptr<function, ray_query>) -> RayIntersection | ||
// - Returns intersection details about a hit considered `Candidate`. | ||
rayQueryGetCandidateIntersection(rq: ptr<function, ray_query>) -> RayIntersection | ||
``` | ||
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*The API to commit a candidate intersection is not yet implemented but would be possible to be user implemented. | ||
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> [!CAUTION] | ||
> | ||
> ### ⚠️Undefined behavior ⚠️: | ||
> - Calling `rayQueryGetCommittedIntersection` or `rayQueryGetCandidateIntersection` when `rayQueryProceed` has not been | ||
> called on this ray query since it was initialized (or if the ray query has not been previously initialized). | ||
> - Calling `rayQueryGetCommittedIntersection` when `rayQueryProceed`'s latest return on this ray query is considered | ||
> `Candidate`. | ||
> - Calling `rayQueryGetCandidateIntersection` when `rayQueryProceed`'s latest return on this ray query is considered | ||
> `Committed`. | ||
> - Calling `rayQueryProceed` when `rayQueryInitialize` has not previously been called on this ray query | ||
> | ||
> *this is only known undefined behaviour, and will be worked around in the future. | ||
```wgsl | ||
struct RayDesc { | ||
// Contains flags to use for this ray (e.g. consider all `Blas`es opaque) | ||
flags: u32, | ||
// If the bitwise and of this and any `TlasInstance`'s `mask` is not zero then the object inside | ||
// the `Blas` contained within that `TlasInstance` may be hit. | ||
cull_mask: u32, | ||
// Only points on the ray whose t is greater than this may be hit. | ||
t_min: f32, | ||
// Only points on the ray whose t is less than this may be hit. | ||
t_max: f32, | ||
// The origin of the ray. | ||
origin: vec3<f32>, | ||
// The direction of the ray, t is calculated as the length down the ray divided by the length of `dir`. | ||
dir: vec3<f32>, | ||
} | ||
struct RayIntersection { | ||
// the kind of the hit, no other member of this structure is useful if this is equal | ||
// to constant `RAY_QUERY_INTERSECTION_NONE`. | ||
kind: u32, | ||
// Distance from starting point, measured in units of `RayDesc::dir`. | ||
t: f32, | ||
// Corresponds to `instance.custom_index` where `instance` is the `TlasInstance` | ||
// that the intersected object was contained in. | ||
instance_custom_index: u32, | ||
// The index into the `TlasPackage` to get the `TlasInstance` that the hit object is in | ||
instance_id: u32, | ||
// The offset into the shader binding table. Currently, this value is always 0. | ||
sbt_record_offset: u32, | ||
// The index into the `Blas`'s build descriptor (e.g. if `BlasBuildEntry::geometry` is | ||
// `BlasGeometries::TriangleGeometries` then it is the index into that contained vector). | ||
geometry_index: u32, | ||
// The object hit's index into the provided buffer (e.g. if the object is a triangle | ||
// then this is the triangle index) | ||
primitive_index: u32, | ||
// Two of the barycentric coordinates, the third can be calculated (only useful if this is a triangle). | ||
barycentrics: vec2<f32>, | ||
// Whether the hit face is the front (only useful if this is a triangle). | ||
front_face: bool, | ||
// Matrix for converting from object-space to world-space. | ||
// | ||
// Bug: This matrix need to be transposed currently otherwise it will not work properly. | ||
object_to_world: mat4x3<f32>, | ||
// Matrix for converting from world-space to object-space | ||
// | ||
// Bug: This matrix need to be transposed currently otherwise it will not work properly. | ||
world_to_object: mat4x3<f32>, | ||
} | ||
/// -- Flags for `RayDesc::flags` -- | ||
// All `Blas`es are marked as opaque. | ||
const FORCE_OPAQUE = 0x1; | ||
// All `Blas`es are marked as non-opaque. | ||
const FORCE_NO_OPAQUE = 0x2; | ||
// Instead of searching for the closest hit return the first hit. | ||
const TERMINATE_ON_FIRST_HIT = 0x4; | ||
// Unused: implemented for raytracing pipelines. | ||
const SKIP_CLOSEST_HIT_SHADER = 0x8; | ||
// If `RayIntersection::front_face` is false do not return a hit. | ||
const CULL_BACK_FACING = 0x10; | ||
// If `RayIntersection::front_face` is true do not return a hit. | ||
const CULL_FRONT_FACING = 0x20; | ||
// If the `Blas` a intersection is checking is marked as opaque do not return a hit. | ||
const CULL_OPAQUE = 0x40; | ||
// If the `Blas` a intersection is checking is not marked as opaque do not return a hit. | ||
const CULL_NO_OPAQUE = 0x80; | ||
// If the `Blas` a intersection is checking contains triangles do not return a hit. | ||
const SKIP_TRIANGLES = 0x100; | ||
// If the `Blas` a intersection is checking contains AABBs do not return a hit. | ||
const SKIP_AABBS = 0x200; | ||
/// -- Constants for `RayIntersection::kind` -- | ||
// The ray hit nothing. | ||
const RAY_QUERY_INTERSECTION_NONE = 0; | ||
// The ray hit a triangle. | ||
const RAY_QUERY_INTERSECTION_TRIANGLE = 1; | ||
// The ray hit a custom object, this will only happen in a committed intersection | ||
// if a ray which intersected a bounding box for a custom object which was then committed. | ||
const RAY_QUERY_INTERSECTION_GENERATED = 2; | ||
// The ray hit a AABB, this will only happen in a candidate intersection | ||
// if the ray intersects the bounding box for a custom object. | ||
const RAY_QUERY_INTERSECTION_AABB = 3; | ||
``` |