Call for Papers: Real-Time Ray Tracing

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

Coffee Break Series: Ray Tracing in Games with NVIDIA RTX

Ray tracing will soon revolutionize the way video games look. Ray tracing simulates how rays of light hit and bounce off of objects, enabling developers to create stunning imagery that lives up to the word “photorealistic”. Ignacio Llamas and Edward Liu from NVIDIA’s real-time rendering software team will introduce you to real-time ray tracing in … Continued

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

Accelerated Ray Tracing in One Weekend in CUDA

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

Parallel Shader Compilation for Ray Tracing Pipeline States

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

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 VULKANLocation: Room 205, South HallDate: Wednesday, March 20Time: 10:30am – 11:15amPass Type: All Access, GDC Conference + … Continued