The Authoritative Book on Real-Time Ray Tracing Has Arrived

In 2018, with the release of NVIDIA’s RTX series GPUs, real-time ray tracing finally became accessible to game developers, content creators, and consumers. It is a technology that will forever change graphics processing. To help developers navigate this new technology, a wide-ranging book on the topic is being published early this year: Ray Tracing Gems. … Continued

Learn More About Reservoir Sampling in Free Ray Tracing Gems II Chapter

As the August 4 release date for Ray Tracing Gems II nears, NVIDIA is offering another free chapter from the book to celebrate. This time, the topic is reservoir sampling, which is a family of algorithms that, given a stream of N elements, randomly select a K-element subset in a single pass. Usually, K is defined as a small constant, but N need not be known in advance. 

New Ray Tracing SDK Improves Memory Allocation for Games

Real-time ray tracing has advanced the art of lighting in video games, but it’s a computationally expensive process. Aiming to reduce these costs, NVIDIA has developed a memory utility that combines both compaction and suballocation techniques to optimize and reduce memory consumption of acceleration structures.

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