Key Features and Components

  • True Geometry For Lights- No more need for fake proxies. A more realistic simulation allows artists to create environments that approach photorealism. Lights with complex shapes, such as neon signs, work as they do in the real world.
  • Works as an Oracle for Shadow Rays - RTXDI tells the renderer where to send rays. Reducing the manual tuning required to light scenes will improve the efficiency of any art pipeline.
  • No More Hero Lights - Every light is a shadow caster. Scenes look richer and more grounded. Real-time renderings now reach the complexity level that only baked backgrounds previously allowed.
  • Built to be Paired with RTXGI - Can be combined with RTXGI for fast and scalable global illumination with many lights. RTXDI provides great results on its own, while amplifying the value of other NVIDIA ray tracing SDKs.



Requirements

Operating System
  • Windows 10 version 2004, SDK v19041
  • Dependencies
  • DirectX Raytracing 1.0 or 1.1 API, or higher; Vulkan KHR_ray_query or KHR_ray_tracing_pipeline APIs
  • NVIDIA GeForce RTX 20-series etc., AMD RX6000-series or higher.
  • Development Environment
  • Visual Studio 2019 or any C++14-compatible compiler
  • DirectX Shader Compiler: Latest Windows SDK version or latest GitHub version (for Vulkan shaders).



  • Release Notes

    RTXDI V. 1.1:

    • Added compatibility with ARM64 processor architecture (when running Linux)
    • Switched to use the open source version of the Donut framework [insert link] and glTF scenes
    • Updated NRD to version 2.5 that is now integrated as a git submodule and works on Linux (both x64 and ARM64 architectures)
    • Enabled TLAS updates (instead of rebuilds) in the sample application
    • Enabled KHR_ray_tracing_pipeline API on Vulkan
    • Fixed some issues with the material model and BRDF evaluation
    • Added bloom post-processing effect



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