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Discuss possible solutions to make the RT code aware of materials. Proposals include custom shaders that will act as drop-in for a material that can be sampled by the raytracing code, proxy geometry with vertex colors or rendering out albedo textures that can be sampled (which however implies diffuse-only).
Pull in @dmcdiarmid-ly for a discussion on hybrid rendering. It is currently unclear when the RT acceleration structures are built. Does the user need to have a GI component in the scene, or what triggers this?
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For material-aware RT shaders, I believe #53 coupled with ongoing bindless and material canvas work is a viable path forward. There are a few problems to address here:
Resource binding: Attempting to load a resource (e.g. texture) directly in shader code is an immediate non-starter if trying to use material code in a DXR shader. An abstraction is needed to substitute a request for a texture with a load from a bindless table or SRG depending on the context.
Shader evaluation: Materials that deform geometry would need to rely on intersection shaders in the the general case. Exposing the routines that modify vertex positions/tangent spaces to deform geo in a normal hit shader could work also, but this is tricky and I would suggest handling only static/skinned geometry initially
BRDF parameter evaluation: the work proposed in the first link above suggests that materials expose a function for parameter evaluation directly given UV inputs. Coupled with a resource binding abstraction, this code would be usable in a normal pixel shader, or a DXR shader
We'd need a way to maintain a shader table for all materials in the scene that are accessible from a DXR shader.
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The SIG-Graphics-Audio Meetings repo contains the history past calls, including a link to the agenda, recording, notes, and resources.
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See previous meeting notes here: #50
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