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 VULKAN Location: Room 205, South Hall Date: Wednesday, March 20 Time: 10:30am – 11:15am Pass Type: … Continued

Introduction to Ray Tracing in Unreal Engine 4.22

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

Video Series: Shiny Pixels and Beyond: Real-Time Ray Tracing at SEED

Video Series: Shiny Pixels and Beyond –  Real-Time Raytracing at SEED SEED, Electronic Art’s “Search for Extraordinary Experiences Divison”, walks through what they’ve learned about real-time ray tracing when they built the impressive “PICA PICA” demo over the next four videos.. Exploring Real-Time Ray Tracing and Self-Learning AI with the “PICA PICA” Demo (8:23 min) … Continued

RTX Coffee Break: Ray Tracing and Denoising (9:52 minutes)

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

Introduction to NVIDIA RTX and DirectX Ray Tracing

“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

Tips and Tricks: Ray Tracing Best Practices

This post presents best practices for implementing ray tracing in games and other real-time graphics applications. We present these as briefly as possible to help you quickly find key ideas. This is based on a presentation made at the 2019 GDC by NVIDIA engineers. Main Points Optimize your acceleration structure (BLAS/TLAS) build/update to take at … Continued

DX12 Ray Tracing Tutorials

Real-time ray tracing represents a new milestone in gaming graphics. Game developers have relied on rasterization techniques which looked very, very good. However, rasterization good enough to achieve near-realism requires a substantial time investment on the part of developers and artists. NVIDIA RTX technology combined with Microsoft’s DXR ray tracing extension for DirectX 12 will … Continued