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
Alexey Panteleev
@more_fps
Distinguished DevTech Engineer at NVIDIA. Portal RTX, Q2RTX, RTXDI.
Opinions are my own.
Joined July 2019
Alexey Panteleev’s Tweets
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.
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GameRant.com reporting on a patent we filed for VXGI 2.0 back in 2018, before the RTX days. Yes, it takes a few years for patents to be issued.
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Here's a new blog post about lighting that I co-authored with
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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
#RTX nvda.ws/3zxfand
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New personal project on GitHub: a motorized shade controller. Yes, a mechanical device. Maybe someone finds it useful.. :)
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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
#RTX nvda.ws/3sGCfkW
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Spent 1/2 hour debugging a DNS issue. In my home LAN, _only_ slack.com was not resolved. Turns out, the server that runs unbound had an incorrect time after a power outage. Apparently that's a reason for upstream DNS requests to fail?.. Why only one name though?
I am so excited to see the release of the GPL/MIT NVIDIA kernel modules. A labor of love by a lot of people and I think it makes the GPU computing ecosystem better:
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Finally got my Q2RTX themed Special Edition copy of #RTGII. I didn't write any articles in it, but I contributed the cover image (and the renderer that made it).
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(1/5) Shading language and real-time rendering innovation are inextricably tied together.
In this new talk, Slang researcher, Yong He, describes the details of new language features in Slang, and how they are used by real-time path tracing researchers.
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Learned that in a ray tracing pipeline, payload locations are local to a shader. Different shaders can use arbitrary locations. It's just a workaround to make the traceRayEXT function accept a generic type of payload.
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Hilarious fail in . I just wonder how the authoring process is set up so that it includes screenshots from a phone.
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Here is the offline Shadertoy player app mentioned in that Christmas tweet, now available with source code. Enjoy!
github.com/apanteleev/Sha
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Christmas decorations, graphics engineer style: several Shadertoys running in a loop on a projector. Using a custom Vulkan-based player app.
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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):
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The updated RTX Direct Illumination (RTXDI) delivers better image quality on glossy surfaces. Check out the 1.3 update now. #GDC22
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GDC attendees, come see Petrik Clarberg's reveal of our latest real-time path tracing research results Thursday 3/24 at 11:30am - 12:30pm Pacific Time. The talk is also available at GTC. #GDC2022
schedule.gdconf.com/session/resear
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The live session is over, but the recording is available on-demand (same link). Feel free to post questions here on Twitter, too.
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Great news!
RTXGI, RTXDI and NRD are now available on GitHub with no access approvals and with full source code.
(Note: the license is still proprietary)
github.com/NVIDIAGameWork
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I am very pleased to share that the RTXGI SDK repo is now public. Full source code, no registration required. The new v1.2.07 release is available now! github.com/NVIDIAGameWork #GTC22 #GDC22
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Join me at #GTC22 to learn the features of NVIDIA SDKs for real-time lighting and denoising and the basics of their integration.
Registration for my session is open and free to attend!
nvda.ws/3q7CbJE
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We've released the Quake 2 RTX v1.6.0 update!
Lots of engine improvements over the past year, many coming from the community this time.
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This is Cinebench R23 running on Windows 11 on a Raspberry Pi 4 Model B (4 GB). There is no Arm build, so the CPU is emulated. Score is only 258 pts multi-core / 82 pts single-core... but it works!
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Christmas decorations, graphics engineer style: several Shadertoys running in a loop on a projector. Using a custom Vulkan-based player app.
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My friends! At long last I can share something I am very excited about - spatiotemporal blue noise textures.
They are blue over space and time, and support scalars, vectors and even non uniform vectors (importance sampling).
developer.nvidia.com/blog/rendering
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Two: have a second counterweight on the same arm as the payload, but much closer to the center. At or shortly before separation, release it to fall outwards and replace the payload. The arm needs to extend a bit though and not be destroyed by impact. (3/3)
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One: release the counterweight at the same moment as the payload. It will exit through an opening in the opposite direction and land in a pool, for example. The payload can have much less speed and kinetic energy than the payload, too. (2/3)
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Great video explaining the space trebuchet tech from . In the end, he asks: how to quickly rebalance the system once the payload is released? I see two reasonable options... (1/3)
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RTXGI SDK v1.2 is out! Highlights:
• Support for Vulkan and Linux (x86 and ARM)
• Infinite scrolling volumes out of beta
• New Probe Classification algorithm
• Define driven, portable shaders ripe for cherry-picking
• Refactored and upgraded samples
developer.nvidia.com/rtxgi-sdk-get-
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(5/5) Custom visualization modes for HDR signals in the sample app can help you (and me) understand what's happening in the renderer.
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(4/5) Screen-space resampling for secondary surfaces vastly improves signal quality in glossy reflections.
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(3/5) RTXGI integration approximates indirect lighting on primary surfaces (when BRDF rays are not used) or on secondary surfaces (otherwise).
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(2/5) Permutation sampling improves the temporal characteristics of the lighting signal and makes it better suited for spatio-temporal denoisers. Sometimes, it looks like you almost don't need a denoiser - DLSS is doing a great job. Almost.
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(1/5) Denoiser confidence signal can be rendered from RTXDI direct lighting using an algorithm inspired by A-SVGF. Using the confidence signal improves denoiser reaction time when lighting changes.
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This week, we're releasing a new version of the RTXDI SDK, 1.2. Multiple big improvements, including DLSS integration, resolution scaling support, and more... (thread)
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NEVER use bar charts with the horizontal axis at nonzero. It just says "we want to mislead you".
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Vaccination requirements have already helped cut the rate of unvaccinated Americans by one-third. Let’s keep this progress going and finally put this pandemic behind us. We can do this.
read image description
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Сборка ноутбука Framework - мой первый техно-обзор.
Assembling the Framework laptop - my first tech-review video (in Russian).
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If you're writing a new renderer, please don't use Assimp, or OpenGL for that matter. Look at glTF and Vulkan instead. Target the future.
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Published a tutorial on loading models in OpenGL using Assimp youtu.be/sP_kiODC25Q
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