Waa maxay Raadinta Jidka iyo Raadinta Ray? Maxayse u horumariyaan garaafyada?
Haddii aad xittaa jaleecada ugu yar ka qaadatay ciyaaraha iyo wararka garaafyada waayadan dambe, markaa waxaad maqashay eraygii ugu dambeeyay uguna waynaa: raadinta raajo. Waxa kale oo laga yaabaa inaad maqashay kelmad isku dhawaq ah oo la yidhaahdo raad raac. Waxaana gabi ahaanba lagu cafiyi karaa inaadan si buuxda u fahmin mid ka mid ah hababkaasi.
Sharaxaad fudud ayaa ah in baafinta dariiqa iyo baafinta rayaduba ay yihiin farsamooyin garaafyo ah oo keenaya sawirro muuqaal-muuqaal ah oo badan oo kharash badan oo xisaabin ah. Waxaa jira muuqaal Minecraft ah oo ku yaal YouTube kaas oo si cad u muujinaya dhinacyada gaarka ah ee raadraaca raajo, laakiin sidoo kale muujinaya culayska ay saarayso nidaamka.
Haddii taasi tahay sharraxaadda kaliya ee aad u baahan tahay, weyn! Laakiin haddii aad rabto in aad si qoto dheer u qoddo oo aad ogaato sida farsamo kastaa u shaqeyso iyo sababta shirkadaha qalabka GPU ay ugu dalacaan hanti yar oo loogu talagalay kaadhadhka raadka-raadinta, sii akhri.
Rasterization iyo Garaafyada Kumbuyuutarka
Sawir kasta oo aad aragto oo lagu soo bandhigay shaashada kombayutarka uma bilaaban sawirkaas. Waxay ku bilaabataa sida raster ama sawirka vector. Sawirka rasterku wuxuu ka kooban yahay ururinta pixels hadhsan.
Sawirka vector-ku wuxuu ku salaysan yahay qaacidooyinka xisaabta taasoo macnaheedu yahay in sawirka la kordhin karo cabbir ahaan ku dhawaad aan xad lahayn. Dhinaca hoose ee sawirada vector waa in tafaasiisha saxda ah ay adagtahay in la gaaro. Sawirada 'vector'(Vector) ayaa si fiican loo isticmaalaa marka loo baahan yahay midabyo yar.
Awoodda ugu weyn ee rasterization-ku waa xawaarihiisa, gaar ahaan marka la barbardhigo farsamooyinka sida raadinta raajada. GPU kaaga , ama unugga habaynta garaafyada, ayaa u sheegi doona ciyaarta inay abuurto sawir 3D oo ka samaysan qaabab yaryar, inta badan saddexagal. Saddexagalkan waxa loo rogaa pixels gaar ah ka dibna la dhex mariyo hadhka si loo sameeyo sawirka aad ku aragto shaashadda.
Rasterization-ku wuxuu ahaa ikhtiyaarka ikhtiyaariga ah ee sawirada ciyaarta fiidiyooga muddo dheer sababtoo ah sida dhakhsaha leh ee looga baaraandegi karo, laakiin sida tignoolajiyada hadda bilaabmaya inay ka soo horjeedaan xadkeeda farsamooyin horumarsan ayaa loo baahan yahay si looga gudbo heerka xiga. Taasi waa meesha raadinta raajada ay ka soo gasho.
Raadinta(Ray) raajo waxay u muuqataa mid aad uga macquulsan rasterization, sida sawirka hoose uu muujinayo. Bal eeg milicsiga dheriga shaaha iyo qaaddada.
Waa maxay Raadinta Ray?
Marka la eego heerka dusha sare, raadinta raajo waa erey dallad ah oo macnaheedu yahay wax kasta oo ka yimaada hal isgoys oo iftiin ah iyo shay si loo dhamaystiro sawir-qaadista. Marka la eego macnaha guud ee maanta la isticmaalo, si kastaba ha ahaatee, baafinta raajooyinka waxa loola jeedaa farsamada soo saarista ee raacaysa iftiinka iftiinka (pixels) ee meel go'an oo u ekaysiiya sida uu uga falceliyo marka uu la kulmo walxaha.
Qabsoon namoota adda addaa adda baasuun barbaachisaa dha. Sawirada la raadiyay ee Ray(Ray) ayaa ka bilaaban doona ishaada oo raacaya xariiqda aragaaga ilaa gidaarka, ka dibna raac dariiqa iftiinka darbiga ilaa isha iftiinka.
Jaantuska kore ayaa muujinaya sida tani u shaqeyso. Sababta "indhaha" la sawiray (kameerada jaantuskan) waa in la yareeyo culayska saaran GPU -ga .
Waa maxay sababtu? Hagaag, raadraaca raajada maaha mid-cusub. Dhab ahaantii waxa ay jirtay in muddo ah. Pixar waxay isticmaashaa farsamooyinka raadinta raajo si ay u abuurto qaar badan oo ka mid ah filimadeeda, laakiin aaminnimada sare, sawirada qaab-qaabaysan ee go'aamada Pixar waxay qaadataa wakhti.
Waqti badan(A lot) . Qaybaha qaar ee Jaamacadda Monsters(Monsters University) waxay qaateen 29 saacadood midkiiba. Sheekada Toy 3(Toy Story 3 ) waxay qaadatay celcelis ahaan 7 saacadood jirkiiba, iyadoo qaar ka mid ah xidhmooyinku ay qaateen 39 saacadood marka loo eego sheeko 2010 ka Wired ah.(Wired. )
Sababtoo ah filimku wuxuu muujinayaa iftiinka iftiinka ee dusha kasta si loo abuuro qaabka garaafyada qof kastaa wuxuu u yimid inuu ogaado oo jecel yahay, culeyska shaqadu waa mid aan la qiyaasi karin. Iyagoo ku xaddidaya farsamooyinka raadraaca raajada oo keliya waxa ay ishu arki karto, ciyaaruhu waxay isticmaali karaan farsamada iyagoon u keenin processor-ka garaafyada inuu yeesho dhalaal (macneed) ah.
Hoos ka daawo sawirka.
Taasi sawir maaha, in kasta oo ay run tahay. Waa sawir raajo-raadis ah. Isku day inaad qiyaasto inta awood ee loo baahan yahay si aad u abuurto sawir sidan u eg. Hal fallaadho ayaa la raadin karaa oo la farsamayn karaa iyada oo aan dhib badan lahayn, laakiin ka waran marka fallaadhahaasi ka soo boodaan shay?
A single ray can turn into 10 rays, and those 10 can turn into 100, and so on. The increase is exponential. After a point, bounces and reflections beyond tertiary and quaternary display diminishing returns. In other words, they require far more power to calculate and display than they are worth. For the sake of rendering an image, a limit has to be drawn somewhere.
Now imagine doing that 30 to 60 times per second. That is the amount of power required to use ray tracing techniques in games. It’s certainly impressive, right?
The attainability of graphics cards capable of ray tracing will go up as time goes on, and eventually this technique will become as readily available as 3D graphics. For now, though, ray tracing is still considered the cutting-edge of computer graphics. So how does path tracing come into play?
What is Path Tracing?
Baafinta dariiqa(Path) waa nooc ka mid ah raadraaca shucaaca. Waxay ku hoos dhacdaa dalladdaas, laakiin halka raadinta raajo markii hore lagu soo koobay 1968-kii, raadinta dariiqa ma iman goobta ilaa 1986 (natiijadu ma ahayn mid la yaab leh sida hadda.)
Xusuusnow kororka jibbaarada ee fallaadhaha hore loo sheegay? Raadinta dariiqa(Path) ayaa xal u ah taas. Marka aad isticmaalayso baafinta dariiqa samaynta, fallaadhaha waxa ay soo saaraan hal ray oo kaliya. Fallaadhaha ma raacaan xariiq go'an halkii booba, laakiin waxay u toogtaan jihada aan kala sooc lahayn.
Algorithm raadinta dariiqa ayaa markaa qaadata muunad random ah ee dhammaan fallaadhaha si ay u abuurto sawirka kama dambaysta ah. Tani waxay keenaysaa in la tijaabiyo noocyo kala duwan oo iftiin ah, laakiin gaar ahaan iftiinka caalamiga ah.
Waxyaabaha xiisaha leh ee ku saabsan raadinta dariiqa ayaa ah in saameynta lagu dayan karo iyada oo la adeegsanayo shaders. Shader patch ayaa dhowaan u soo muuqday emulator-ka Nintendo Switch kaas oo u oggolaanaya ciyaartoydu inay ku daydaan dariiqa la raadraacay iftiinka caalamiga ah ee cinwaannada sida Legend of Zelda: Neefta Duurjoogta(The Legend of Zelda: Breath of the Wild) iyo Super Mario Odyssey. In kasta oo saameyntu ay u muuqato mid wanaagsan, haddana uma dhammaystirna raadinta dhabaha.
Baafinta dariiqa(Path) waa kaliya hal nooc oo raadraaca fallaadho. In kasta oo lagu amaanay sida ugu wanaagsan ee sawirada loo soo bandhigo, baafinta dariiqa waxay la timaadaa cilladaheeda.
Laakin dhamaadka, baafinta dariiqa iyo baafinta raajada labaduba waxay keenaan sawiro qurux badan. Hadda oo qalabka ku jira mishiinada-fasalka macaamiisha uu gaadhay heer in baafinta rayadu ay suurtogal tahay wakhtiga dhabta ah ee ciyaaraha fiidyaha, warshaduhu waxay diyaar u yihiin inay sameeyaan horumar u gaar ah sida tallaabada 2D ilaa sawirada 3D.
Si kastaba ha ahaatee, wali waxay ahaan doontaa waqti-dhowr sano ugu yaraan-ka hor inta aan qalabka lagama maarmaanka ah loo tixgelin "la awoodi karo." Ilaa hadda, xitaa kaadhadhka garaafyada lagama maarmaanka ah waxay ku kacayaan wax ka badan $1,000.
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