Ray Tracing Essentials Part 7: Denoising for Ray Tracing
This post is about the seventh and final video in this series, Denoising for Ray Tracing.
This post is about the seventh and final video in this series, Denoising 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
In ray tracing, a single pipeline state object (PSO) can contain any number of shaders. This number can grow large, depending on scene content and ray types handled with the PSO; construction cost of the state object can significantly increase. The DXR API makes it possible to distribute part of the creation work to multiple … Continued
Epic Games is adding ‘Early Access’ support for ray tracing through the DirectX Raytracing API (DXR) to Unreal Engine with the pending release of Unreal Engine 4.22. Demos dating back to GDC 2018 show impressive ray tracing results using DXR. However, UE 4.22 integrates ray tracing support into the mainline branch, making ray tracing available to … Continued
RTX is NVIDIA’s new platform for hybrid rendering, allowing the combination of rasterization and compute-based techniques with hardware-accelerated ray tracing and deep learning. It has already been adopted in a number of games and engines. Based on those experiences, this blog aims to give the reader an insight into how RTX ray tracing is best … Continued
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
In the fourth installment of our ‘Ray Tracing Essentials’ video series, NVIDIA’s Eric Haines runs through the ray tracing pipeline, including the five types of ray tracing shaders, and how they fit together.
In the third installment of our ‘Ray Tracing Essentials’ video series, NVIDIA’s Eric Haines touches on the decades-long history of ray tracing hardware and explains modern acceleration techniques.
Because ray tracing’s operations closely simulate the way light propagates through a scene, it can be used to produce a wide range of effects.
Epic Games announced the release of Unreal Engine 4.22. This update introduces early access support for a Real-Time Ray Tracer and a Path Tracer, optimized for DXR (DirectX Raytracing) and NVIDIA RTX series GPUs.
Recent announcements of NVIDIA’s new Turing GPUs, RTX technology, and Microsoft’s DirectX Ray Tracing have spurred a renewed interest in ray tracing. Using these technologies vastly simplifies the ability to write applications using ray tracing. But what if you’re curious about how ray tracing actually works? One way to learn is to code your own ray tracing … Continued
Scientists from the Wisconsin IceCube Particle Astrophysics Center are using ray tracing on NVIDIA GPUs to accelerate simulations of subatomic particles by hundreds of times.
“Ray tracing is the future, and it always will be!” has been the tongue-in-cheek phrase used by graphics developers for decades when asked whether real-time ray tracing will ever be feasible. Everyone seems to agree on the first part: ray tracing is the future. That’s because ray tracing is the only technology we know of … Continued
With real-time ray tracing, artists and designers can create cinematic-quality graphics faster than before. And now you have a chance to show us what you can design with RTX.
Real-time ray tracing – the holy grail of graphics, considered unattainable for decades – is now possible for video games. Thanks to advances in GPU hardware and integration in standards like DirectX, game developers will eagerly add ray tracing to take the next step in visual quality and ease of content creation. To help game … Continued