Juha Sjoholm

Juha is a software engineer with 15 years of experience in real-time graphics. He has worked with cutting-edge rendering technologies in various games, engines, and hardware benchmarks. Lately, he has been focused on the application of RTX ray tracing in games.
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Posts by Juha Sjoholm

Technical Walkthrough 0

Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

[stextbox id="info"]This post is an update of Best Practices: Using NVIDIA RTX Ray Tracing.[/stextbox] This post gathers best practices based on our experiences... 23 MIN READ
Technical Walkthrough 1

Best Practices: Using NVIDIA RTX Ray Tracing (Updated)

[stextbox id="info"]This post has been updated: Best Practices for Using NVIDIA RTX Ray Tracing (Updated).[/stextbox] This post gathers best practices based on... 23 MIN READ
Technical Walkthrough 0

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... 11 MIN READ
Technical Walkthrough 0

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... 3 MIN READ
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Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine

RTX is NVIDIA's new platform for hybrid rendering, allowing the combination of rasterization and compute-based techniques with hardware-accelerated ray tracing... 21 MIN READ