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

Content Creation / Rendering

Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

This post gathers best practices based on our experiences so far using NVIDIA RTX ray tracing in games. The practical tips are organized into short, actionable... 23 MIN READ
Simulation / Modeling / Design

Best Practices: Using NVIDIA RTX Ray Tracing (Updated)

This post gathers best practices based on our experiences so far on using NVIDIA RTX ray tracing in games. I’ve organized the tips into short, actionable... 23 MIN READ
Simulation / Modeling / Design

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
Simulation / Modeling / Design

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
Networking

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