Conquering Noisy Images in Ray Tracing with Next Event Estimation
At SIGGRAPH 2019, NVIDIA presented a talk entitled “Light at the End of the Ray,” which explained importance sampling, and why it is critical for real-time ray tracing applications.
At SIGGRAPH 2019, NVIDIA presented a talk entitled “Light at the End of the Ray,” which explained importance sampling, and why it is critical for real-time ray tracing applications.
At SIGGRAPH 2019, NVIDIA’s Josef Spjut discussed best practices for real-time ray tracing when the display target is 240 Hz refresh rate monitors.
In this talk, Steven Parker, Vice President of Professional Graphics at NVIDIA walks his audience through the history of ray tracing at NVIDIA, starting in 2008 when he joined the company.
We spoke with Ignacio Llamas, Director of Real Time Ray Tracing Software at NVIDIA about the introduction of real-time ray tracing in consumer GPUs. How did you get started on ray tracing at NVIDIA? I joined NVIDIA about four years ago, on the GPU architecture team. If somebody told you that you’d be shipping consumer … Continued
We sat down with EPIC to discuss what Unreal Engine 4.22 brings to the table for developers.
Morgan McGuire, a member of the NVIDIA research team, walks us through the history of shaders, rasterization, and finally, ray tracing.
NVIDIA’s new Turing GPU unleashed real-time ray-tracing in a consumer GPU for the first time. Since then, much virtual ink has been spilled discussing ray tracing in DirectX 12. However, many developers want to embrace a more open approach using Vulkan, the low-level API supported by the Khronos Group. Vulkan enables developers to target many … Continued
The RTX Developer User Guide is a living knowledge document that details all the latest improvements and optimizations to ray tracing in Unreal Engine 4 (UE4).
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
We recently caught up with the Substance team about ray tracing integration in Substance.
In the fourth installment of our ‘Ray Tracing Essentials’ video series, NVIDIA’s Eric Haines runs through the ray tracing pipeline, including the five types of ray tracing shaders, and how they fit together.
In the third installment of our ‘Ray Tracing Essentials’ video series, NVIDIA’s Eric Haines touches on the decades-long history of ray tracing hardware and explains modern acceleration techniques.
In the second installment of our ‘Ray Tracing Essentials’ video series, NVIDIA’s Eric Haines, editor of Ray Tracing Gems, explains the key differences between rasterization and ray tracing.
Because ray tracing’s operations closely simulate the way light propagates through a scene, it can be used to produce a wide range of effects.
This post is about the seventh and final video in this series, Denoising for Ray Tracing.