Blog Archives

Tags MDL, ray tracing

by Carsten Waechter, posted Aug 10 2015

Ray tracing has come a long way since Whitted's legendary paper "An Improved Illumination Model for Shaded Display" and it's about time we pay tribute: Nowadays ray tracing on GPUs is so fast that it's actually feasible to implement a ray tracer inside a ray tracer. For that we will use the Material Definition Language (MDL), which is fully supported inside NVIDIA Iray, a fast physically-based renderer. MDL is an easy-to-use domain specific language that describes a material by its two...

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Tags GameWorks

by Monier Maher, posted Aug 05 2015

The Witcher 3, Grand Theft Auto V, World of Warcraft: Warlords of Draenor, FarCry 4 …. All these great new games have one thing in common - NVIDIA GameWorks. GameWorks is our effort to push the limits of gaming. The result - a more interactive and cinematic game experience. Our goal - to enable a next-gen gaming experience for games you can buy now. We introduced GameWorks at the end of 2013. Since then we have been providing lots of new tools, tech and improved gaming experience. It...

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Tags GameWorks

by Aron Zoellner, posted Jul 22 2015

Simulated hair and fur is quickly becoming an amazing feature to add increased visual fidelity to games these days.  It’s been a standard feature in offline visual effects for years and has continued to become more impressive. Films such as Mighty Joe Young, King Kong, Avatar, and Rise of the Planet of the Apes have all used hair and fur technologies on entirely computer-generated characters to sell a more complete immersion into the story being told. A less obvious use of this...

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Tags GameWorks Expert Developer

by Nathan Reed, posted Jul 15 2015

Depth precision is a pain in the ass that every graphics programmer has to struggle with sooner or later. Many articles and papers have been written on the topic, and a variety of different depth buffer formats and setups are found across different games, engines, and devices. Because of the way it interacts with perspective projection, GPU hardware depth mapping is a little recondite and studying the equations may not make things immediately obvious. To get an intuition for how it works, it's...

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Tags GameWorks

by Monier Maher, posted Jul 02 2015

NVIDIA HairWorks makes it easy to bring hair and fur to life—in real-time! It builds on the prior release, which focused on fur authoring, rendering, and simulation. With HairWorks version 1.1, NVIDIA has added support for authoring, rendering, and simulation of long-hair assets. HairWorks can be used for high-quality assets similar to the example below from Tarkan Sarim, with 500k hair. It can easily scale down to lower quality assets for use in a variety of games. Since HairWorks is...

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