Fast and Fun: My First Real-Time Ray Tracing Demo

Editor’s note: What happens when a veteran graphics programmer with substantial experience in old-school ray tracing (in other words, offline rendering), gets hold of hardware capable of real-time ray tracing? I’m finally convinced. I joined NVIDIA around SIGGRAPH, just as the RTX hardware for ray tracing was announced. I saw the demos, heard the stats, but … Continued

Creating Optimal Meshes for Ray Tracing

When you are creating triangle meshes for ray tracing or reusing meshes that have been successfully used in rasterization-based rendering, there are some pitfalls that can cause surprising performance issues. Some mesh properties that have been acceptable in rasterization can be problematic in ray tracing or require specific handling to work as expected. This post … Continued

Ray Tracing Validation for DirectX 12 and Vulkan

This post was updated on April 17, 2024. For developers working on ray tracing applications for both DirectX 12 and Vulkan, ray tracing validation is here to help you improve performance, find hard-to-debug issues, and root-cause crashes.  Unlike existing debug solutions, ray tracing validation performs checks at the driver level, which enables it to identify … Continued

RTX Coffee Break: Ray Tracing and Denoising (9:52 minutes)

Ray tracing can lead to very noisy images without the right tools. In this video, we explain the challenges of developing a real-time denoising solution, and describe the results NVIDIA has achieved using RTX.   Five Things to Remember: The realistic budget is 1-2 samples per pixel (which is insufficient to get anything reliable) with … Continued

Introducing Ray Tracing in Unreal Engine 4

Ray tracing in Unreal Engine 4 is a powerful and flexible lighting system. It’s powerful because of its accuracy and quality. Never have you had the ability to do things like shadows and reflections like this in real time. It’s flexible because you can mix raster and ray tracing rendering features together as you see … Continued

Three Things You Need to Know About Ray Tracing in Vulkan

In this video, Nuno Subtil, Senior Devtech Engineer at NVIDIA, details the three most important things developers need to know about ray tracing in Vulkan. To learn more, you can attend his talk at GDC: Title: RAY TRACING IN VULKAN Location: Room 205, South Hall Date: Wednesday, March 20 Time: 10:30am – 11:15am Pass Type: … Continued

Video Series: Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite

Real-time ray tracing is upon us. Electronic Arts leads the charge in integrating the technology on an engine level. This video series features Sebastien Hillaire, Senior Rendering Engineer at EA/Frostbite. Sebastian discusses real-time raytracing and global illumination (GI) workflows in Frostbite. He explains the context and the current workflows Frostbite uses, then describes the process … Continued

Practical Tips for Optimizing Ray Tracing

To achieve high efficiency with ray tracing, you must build a pipeline that scales well at every stage. This starts from mesh instance selection and their data processing towards optimized tracing and shading of every hit that you encounter. Instance data generation In a common scene, there can be far more static than dynamic objects. … Continued