During our recent webinar on ray tracing, available on-demand now, we received over 800 questions from developers who attended the session. Thanks to everyone who participated! After combing through the stack, NVIDIA researchers Eric Haines and Adam Marrs have selected the nine most compelling questions, and provided in-depth answers.
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This post is about the seventh and final video in this series, Denoising for Ray Tracing.
This post is about the sixth video in this series, the rendering equation. Arguably the most important equation in realistic computer graphics is The Rendering Equation. In this talk we show this equation and explain each term.
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.
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.
In the second installment of our ‘Ray Tracing Essentials’ video series, NVIDIA’s Eric Haines, editor of Ray Tracing Gems, explains the key differences between rasterization and ray tracing.
Ray Tracing Essentials is a seven-part video series hosted by the editor of Ray Tracing Gems, NVIDIA’s Eric Haines.