Read our provided guidelines for building a #raytracing rendering pipeline with a focus on both GPU and CPU performance, which can include adding NVIDIA Micro-mesh technologies and Shader Execution Reordering (SER).
#RTX#GameDev
SCRATCHAPIXEL 3.0 is finally online. All content moved to GitHub. New design. Content moved to GitHub and revised. Still WIP but good enough to be launched. Thank you to every person who believed in the project and made a donation. HAPPY NEW YEAR!!! http://scratchapixel.com
RTXGI SDK v1.3.5 is out now.
This update includes:
- A new Probe Variability feature that estimates convergence (to intelligently disable updates when the light field is stable)
- Shader Execution Reordering (SER)
- A handful of improvements and fixes
have collaborated to develop GDeflate, a GPU-optimized compression technology, for DirectStorage 1.1.
Read more about NVIDIA's implementation of GDeflate, RTX IO, and see how you can get started today.
#GameDev
RTXGI SDK v1.3.0 is out now.
This is a big update that includes:
- Dynamic library support
- D3D12 SM6.6 bindless support
- Large improvements to probe count limits and memory use
- Improved GPU utilization, API simplifications, and bug fixes
Learn how to increase the coherence and performance of ray tracing workloads with Ada's Shader Execution Reordering in this blog post from my teammates
Just announced, Portal RTX is a new remaster from NVIDIA Lightspeed Studios in collaboration with Valve. Packs a lot of modern ray tracing tech and some unique features to make RT work with portals.
First day of my Fall 2022 Rendering Algorithms class went well. Feel free to follow along even if you are not @dartmouth. All assignments and slides are public. https://cs87-dartmouth.github.io/Fall2022
In case you missed it - there's a very cool online tool to play with with the DXR/VulkanRT shader binding table by @_wusher. Apparently, it's been out for almost 3 years, and I wish I stumbled across it sooner! Link:
https://willusher.io/graphics/2019/11/20/the-sbt-three-ways…
Want to learn the difference between direct and indirect lighting?
Dive into our blog and see how the right balance between the two can elevate the photorealism in video games.
#GameDev#RTXhttps://nvda.ws/3zxfand
Ray Tracing Gems II released 1 year ago, today! Incredibly, the book's content has reached nearly 3 million downloads 🤯. A big thank you to all the authors and readers!
I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe.
Download #RTGII here: https://link.springer.com/book/10.1007/978-1-4842-7185-8…
NEW DOC ALERT
Our series on the development of Hyper Light Breaker has launched. In our first ep we explore the lives and work of the people at @HeartMachineHQ as they embark on their biggest game yet.
WATCH THE PREMIERE EPISODE:
https://youtube.com/watch?v=xiK6w1pC8h4…
RT & SHARE PLEEZ
Check out my new blog post if you want to read all about GPU memory pools: https://therealmjp.github.io/posts/gpu-memory-pool/…
I talk about how they work on dedicated vs integrated, how to use them in D3D12 (including strategies for uploading from SysRAM -> VRAM), and finish off with some perf tests.
Ask me anything! How to get into gfx? How to handle hybrid rendering? What's my Elden Ring build? It's all on the table.
The live AMA is tomorrow July 28th at 10am PST / 1pm EST. If you can't join live, you can drop questions on the forum now!
Go here: https://nvda.ws/3atuIA1
Ask me anything! How to get into gfx? How to handle hybrid rendering? What's my Elden Ring build? It's all on the table.
The live AMA is tomorrow July 28th at 10am PST / 1pm EST. If you can't join live, you can drop questions on the forum now!
Go here: https://nvda.ws/3atuIA1
We're less than one month away from our 'Level Up with NVIDIA: RTX in Unreal Engine 5' webinar.
Join us on 8/10 to learn how creators and developers can get the most out of NVIDIA technologies in #UE5.
#GameDev#RTX
Join us for a live AMA with editors of the book series Ray Tracing Gems on July 28th.
This is exclusive to NVIDIA Developer Program members (free to join), don't miss out!
#GameDev#RTX#AMA
RTXGI SDK v1.2.12 is out now.
This release adds support to DDGI probes for 16-bit / channel irradiance along with a variety of fixes and improvements for Linux and CMake.
Get a deep dive into the foundation of lightning for games with NVIDIA RTXDI, RTXGI, and NRD. Watch this GTC on-demand session to understand the main features of these SDKs and the basics of their integration.
#GameDev#RTXhttps://nvda.ws/3sGCfkW
We interrupt your regular programming for a personal story about the impostor syndrome and perseverance.
This image is from around 8 years ago; I had just scrapped a previous toy renderer, and I was making a new one. I got the index buffer wrong, and made this piece of "art".
work on deploying ray tracing,
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production
presented at #i3d2022 from the livestream at 10:40am PT today:
https://youtube.com/watch?v=d6eix0MyHmg…
RTXGI SDK v1.2.11 is out now.
This release includes fixes for scrolling volumes and improvements to image quality and performance. Also, there is an 'sdk only' branch now so you can submodule the SDK code without adding other files or dependencies. Enjoy!
RTXDI 1.3 is available now, no registration required. It includes a new BRDF sampling mode and Pairwise MIS, greatly improving image quality. Here's a comparison (read clockwise):
Inspired by Metro:Exodus' great raytraced GI, I tinkered with its denoising method in my toy engine a bit recently. I wrote a blog post about it, describing the technique at a high level and discussing the results.