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GTC On-Demand

Automotive
Presentation
Media
Real-Time Electromagnetic Wave Propagation Using OptiX for Simulation of Car-to-Car-Communication
Manuel Schiller (Technische Universitat Munchen)
In this session we present a real-time simulation of electromagnetic wave propagation using OptiX GPU ray tracing. This simulation is used in virtual test drives to allow testing of Advanced Driver Assistance Systems which will be based on wireless C ...Read More
In this session we present a real-time simulation of electromagnetic wave propagation using OptiX GPU ray tracing. This simulation is used in virtual test drives to allow testing of Advanced Driver Assistance Systems which will be based on wireless Car-to-Car communication. Learn how ray tracing performance can be improved to archieve real-time simulations and how the ray tracing results are post-processed to perform the electromagnetic calculations on the GPU using the Thrust library.  Back
 
Keywords:
Automotive, Computational Physics, Rendering & Ray Tracing, GTC 2014 - ID S4359
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Best of GTC Talks
Presentation
Media
Advanced Rendering Solutions from NVIDIA
Phillip Miller (NVIDIA)
Learn about the latest breakthroughs and offerings in NVIDIAs Advanced Rendering Solutions, which scale smoothly from local GPU rendering to remote super-computer clusters. New capabilities and possibilities in Iray® and mental ray® will ...Read More

Learn about the latest breakthroughs and offerings in NVIDIAs Advanced Rendering Solutions, which scale smoothly from local GPU rendering to remote super-computer clusters. New capabilities and possibilities in Iray® and mental ray® will be explored and demonstrated, along with what''s possible with the latest in NVIDIA OptiX for accelerating custom ray tracing development. Industry trends and production examples will also be explored as advanced in both interactive and production rendering possibilities continue to revolutionize workflows.

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Keywords:
Best of GTC Talks, SIGGRAPH 2014 - ID SIG4111
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NVIDIA OptiX for High Performance Ray Tracing
David McAllister (NVIDIA), Damien Fagnou (MPC)
This session will cover everything developers need to get started with ray tracing in OptiX, including OptiX C and C++ APIs, the execution model, acceleration structures, programmable entry points, and best practices. We will also cover exciting ...Read More

This session will cover everything developers need to get started with ray tracing in OptiX, including OptiX C and C++ APIs, the execution model, acceleration structures, programmable entry points, and best practices. We will also cover exciting customer use cases and the new OptiX Prime API that provides to-the-metal ray tracing without shading or recursion.

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Keywords:
Best of GTC Talks, SIGGRAPH 2014 - ID SIG4118
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Advances in NVIDIA?s OptiX
Steven Parker (NVIDIA)
Learn about the NVIDIA OptiX? ray tracing engine, a sophisticated library for performing GPU ray tracing. We'll provide an overview of the OptiX ray tracing pipeline and the programmable components that allow for the implementation of many algorithm ...Read More
Learn about the NVIDIA OptiX? ray tracing engine, a sophisticated library for performing GPU ray tracing. We'll provide an overview of the OptiX ray tracing pipeline and the programmable components that allow for the implementation of many algorithms and applications. OptiX can be used in many domains, ranging from rendering to acoustic modeling to scientific visualization. Several case studies will be presented describing the benefits of integrating this solution into third-party applications.  Back
 
Keywords:
Best of GTC Talks, SIGGRAPH 2016 - ID SIG1607
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Rendering Sparse Volumes with NVIDIA? GVDB in DesignWorks
Rama Hoetzlein (NVIDIA)
We introduce GVDB Sparse Volumes as a new offering with NVIDIA DesignWorks to focus on high quality raytracing of sparse volumetric data for motion pictures. Based on the VDB topology of Museth, with a novel GPU-based data structure and API, GVDB is ...Read More
We introduce GVDB Sparse Volumes as a new offering with NVIDIA DesignWorks to focus on high quality raytracing of sparse volumetric data for motion pictures. Based on the VDB topology of Museth, with a novel GPU-based data structure and API, GVDB is designed for efficient compute and raytracing on a sparse hierarchy of grids. Raytracing on the GPU is accelerated with indexed memory pooling, 3D texture atlas storage and a new hierarchical traversal algorithm. GVDB integrates with NVIDIA OptiX, and is developed as an open source library as a part of DesignWorks.  Back
 
Keywords:
Best of GTC Talks, SIGGRAPH 2016 - ID SIG1664
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Best of GTC Theater
Presentation
Media
Look Development in Real Time
Jean-Daniel Nahmias (Pixar), David Pesare (Pixar)
Pixar's next-generation look development tool, Flow, allows artists to quickly develop and visualize complex shader networks in order to create rich and compelling materials for film assets. Flow interactively displays images using RTP, our real tim ...Read More
Pixar's next-generation look development tool, Flow, allows artists to quickly develop and visualize complex shader networks in order to create rich and compelling materials for film assets. Flow interactively displays images using RTP, our real time GPU ray tracer built on top of NVIDIA's OptiX toolkit and supporting our Universal Scene Description (USD). This enables us to match Pixar's RenderMan output by sharing our studio's lights and surfaces.  Back
 
Keywords:
Best of GTC Theater, SIGGRAPH 2016 - ID SIG1628
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Introducing NVIDIA? GVDB Sparse Volumes
Rama Hoetzlein (NVIDIA), Ken Museth (Dreamworks Animation & SpaceX)
We introduce GVDB Sparse Volumes as a new offering with NVIDIA DesignWorks to focus on high quality raytracing of sparse volumetric data for motion pictures. Based on the VDB topology of Museth, with a novel GPU-based data structure and API, GVDB is ...Read More
We introduce GVDB Sparse Volumes as a new offering with NVIDIA DesignWorks to focus on high quality raytracing of sparse volumetric data for motion pictures. Based on the VDB topology of Museth, with a novel GPU-based data structure and API, GVDB is designed for efficient compute and raytracing on a sparse hierarchy of grids. Raytracing on the GPU is accelerated with indexed memory pooling, 3D texture atlas storage and a new hierarchical traversal algorithm. GVDB integrates with NVIDIA OptiX, and is developed as an open source library as a part of DesignWorks.  Back
 
Keywords:
Best of GTC Theater, SIGGRAPH 2016 - ID SIG1643
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Look Development in Real Time
Jean-Daniel Nahmias (Pixar), David Pesare (Pixar)
Pixar's next-generation look development tool, Flow, allows artists to quickly develop and visualize complex shader networks in order to create rich and compelling materials for film assets. Flow interactively displays images using RTP, our real tim ...Read More
Pixar's next-generation look development tool, Flow, allows artists to quickly develop and visualize complex shader networks in order to create rich and compelling materials for film assets. Flow interactively displays images using RTP, our real time GPU ray tracer built on top of NVIDIA's OptiX toolkit and supporting our Universal Scene Description (USD). This enables us to match Pixar's RenderMan output by sharing our studio's lights and surfaces.   Back
 
Keywords:
Best of GTC Theater, SIGGRAPH 2016 - ID SIG1647
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Look Development in Real Time
Jean-Daniel Nahmias (Pixar), Davide Pesare (Pixar)
Pixar's next-generation look development tool, Flow, allows artists to quickly develop and visualize complex shader networks in order to create rich and compelling materials for film assets. Flow interactively displays images using RTP, our real tim ...Read More
Pixar's next-generation look development tool, Flow, allows artists to quickly develop and visualize complex shader networks in order to create rich and compelling materials for film assets. Flow interactively displays images using RTP, our real time GPU ray tracer built on top of NVIDIA's OptiX toolkit and supporting our Universal Scene Description (USD). This enables us to match Pixar's RenderMan output by sharing our studio's lights and surfaces.   Back
 
Keywords:
Best of GTC Theater, SIGGRAPH 2016 - ID SIG1653
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Climate, Weather, Ocean Modeling
Presentation
Media
Heat Transfer Ray Tracing with OptiX
Scot Halverson (University of Minnesota Duluth)
QUIC Radiant is part of a suite of GPU-assisted tools developed by our research group that aim to increase knowledge for how environment and urban form interact. Our hypothesis is that urban structures exist that can minimize energy use while also mi ...Read More
QUIC Radiant is part of a suite of GPU-assisted tools developed by our research group that aim to increase knowledge for how environment and urban form interact. Our hypothesis is that urban structures exist that can minimize energy use while also minimizing air pollution exposure. Our efforts investigate the complex interactions of various types of urban structures by developing design strategies for optimizing urban form under a variety of constraints.   Back
 
Keywords:
Climate, Weather, Ocean Modeling, GTC 2012 - ID P2495
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Modeling Vegetative Heat Transfer in Urban Environments with OptiX
Matthew Overby (University of Minnesota Duluth)
Our research group is developing QUIC Energy, a software tool that models radiative heat transfer in three dimensional urban environments. We hypothesize that trees, vegetative roofing, and other green infrastructure have the potential to reduce heat ...Read More
Our research group is developing QUIC Energy, a software tool that models radiative heat transfer in three dimensional urban environments. We hypothesize that trees, vegetative roofing, and other green infrastructure have the potential to reduce heat load in urban environments and lower power consumption required for heating and cooling buildings. Additionally, certain building materials, shapes, and urban layouts can mitigate trapped heat and air pollutants. By taking advantage of parallel computation on the GPU using NVIDIA's OptiX ray tracing engine, we are able to model urban domains upwards of five square kilometers, containing thousands of trees and buildings.  Back
 
Keywords:
Climate, Weather, Ocean Modeling, GTC 2013 - ID P3178
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QUIC EnvSim: Radiative Heat Transfer in Vegetative and Urban Environments with NVIDIA OptiX
Matthew Overby (University of Minnesota Duluth)
This session presents QUIC EnvSim, a scientific tool for modeling the complex interactions between the environment and urban form. The talk will focus on the simulation of radiative heat transfer in urban environments with vegetation (such as trees, ...Read More
This session presents QUIC EnvSim, a scientific tool for modeling the complex interactions between the environment and urban form. The talk will focus on the simulation of radiative heat transfer in urban environments with vegetation (such as trees, parks, or green rooftops) using the GPU accelerated NVIDIA OptiX ray tracing engine. Attend this session to learn how we utilize OptiX to efficiently and accurately simulate radiative transport in urban domains. Topics include: (1) The physical properties of surfaces and vegetation and how they interact with longwave and shortwave radiation; (2) Efficient and scalable discretization of large urban domains; (3) Strategies we employed for overcoming challenges such as atomic operations, multiple GPUs, and more; and (4) Results that illustrate the validity, efficiency, and scalability of the system.  Back
 
Keywords:
Climate, Weather, Ocean Modeling, Rendering & Ray Tracing, GTC 2014 - ID S4312
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Cloud Visualization
Presentation
Media
Scalable GPU Computing Service Architecture
Henrik Hoj Madsen (LEGO), Michael Scholer (LEGO)
In this session we describe our GPU accelerated computing service which supports several internal business processes in a large scale company setup. The service supports diverse computational needs such as on-demand rendering, mesh optimization, ...Read More

In this session we describe our GPU accelerated computing service which supports several internal business processes in a large scale company setup. The service supports diverse computational needs such as on-demand rendering, mesh optimization, a Massive Multiplayer Online Game (MMO), product visualizations and other demanding computational tasks. We present the architectural considerations for a service-oriented computational framework and the practical learning's and opportunities encountered during development a enterprise system using NVIDIA technologies such as CUDA, OptiX, OpenGL and OpenCL. Our aim is to share knowledge and present LEGO's vision for a GPU accelerated computational platform as a business-driven technology.

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Keywords:
Cloud Visualization, GTC 2012 - ID S2261
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Computational Physics
Presentation
Media
Crash, Boom, Bang! Leveraging Game Physics and Graphics APIs for Scientific Computing
Peter Messmer (NVIDIA)
In this talk, you will learn how to use the game and visualization wizard's tool chest to accelerate your scientific computing applications. NVIDIA's game physics engine PhysX and the ray tracing framework OptiX offer a wealth of functionality ofte ...Read More
In this talk, you will learn how to use the game and visualization wizard's tool chest to accelerate your scientific computing applications. NVIDIA's game physics engine PhysX and the ray tracing framework OptiX offer a wealth of functionality often needed in scientific computing application. However, due to the different target audiences, these frameworks are generally not very well known to the scientific computing communities. High-frequency electromagnetic simulations, particle simulations in complex geometries, or discrete element simulations are all examples of applications that could immediately benefit from these frameworks. Based on examples, we will talk about the basic concepts of these frameworks, introduce their strengths and their approximation, and how to take advantage of them from within a scientific application.   Back
 
Keywords:
Computational Physics, Numerical Algorithms & Libraries, Supercomputing & HPC, GTC 2014 - ID S4260
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Rapid X-ray Imaging Simulation with OptiX
Qian Gong (Duke University)
We present an OptiX-based GPU pipeline for the simulation of X-ray imaging. The purpose of the pipeline is to enable ultra-rapid imaging simulation so that high-quality statistical analysis can be performed on image ensembles to investigate explosive ...Read More
We present an OptiX-based GPU pipeline for the simulation of X-ray imaging. The purpose of the pipeline is to enable ultra-rapid imaging simulation so that high-quality statistical analysis can be performed on image ensembles to investigate explosive threat detection in the context of airline baggage inspection. Approximately 5000 simulated images can be generated in one hour on a machine equipped with a GTX770 GPU, and 1 million simulated images can be generated in 2 hours using a 100 GPU instances (Amazon G2) in the cloud.  Back
 
Keywords:
Computational Physics, GTC 2015 - ID P5297
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Opticks: Optical Photon Simulation for High Energy Physics with NVIDIA OptiX?
Simon Blyth (National Taiwan University)
Opticks is an open source project that brings NVIDIA OptiX ray tracing to existing Geant4 toolkit based simulations. Advantages of separate optical photon simulation and the approaches developed to integrate it with the general Geant4 particle simula ...Read More
Opticks is an open source project that brings NVIDIA OptiX ray tracing to existing Geant4 toolkit based simulations. Advantages of separate optical photon simulation and the approaches developed to integrate it with the general Geant4 particle simulation are presented. Approaches to minimize overheads arising from split are shown. Challenges included bringing complex CSG geometries with wavelength dependent material and surface properties to the GPU. Techniques for visualisation of photon propagations with interactive time scrubbing and history selection using OpenGL/OptiX/Thrust interop and geometry shaders are described. Results and demonstrations are shown for the photomultiplier based Daya Bay and JUNO Neutrino detectors.  Back
 
Keywords:
Computational Physics, In-Situ and Scientific Visualization, Rendering & Ray Tracing, GTC 2016 - ID S6320
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Computer Graphics
Presentation
Media
Next-Generation Rendering with CgFX
Tristan Lorach
- NVIDIA
Dive into the details of using CgFX - Cg's effect framework - to combine ray-tracing with real-time rendering and enable the next generation of complex high-quality rendering. ...Read More
Dive into the details of using CgFX - Cg's effect framework - to combine ray-tracing with real-time rendering and enable the next generation of complex high-quality rendering. You will learn how to use CgFX to create complex rendering effects in a concise and elegant fashion by: Blending material-level and scene-level effects in a consistent way,- Seamlessly integrating CUDA-based data processing within the CgFX rendering pipeline,Mixing OptiX-based rendering with CgFX and OpenGL.   Back
 
Keywords:
Computer Graphics, Rendering & Ray Tracing, GTC 2010 - ID 2056
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Simplifying the Motion Graphics Workflow: GPU-Accelerated 3D Raytracing in Adobe After Effects
Steve Forde (Adobe)
Learn how creative professionals harness the power of AdobeÆ After EffectsÆ CS6 and NVIDIA GPUs to accelerate the motion graphics workflow with new 3D ray-traced rendering. Based on NVIDIAÆ Optixô technology, this simplif ...Read More

Learn how creative professionals harness the power of AdobeÆ After EffectsÆ CS6 and NVIDIA GPUs to accelerate the motion graphics workflow with new 3D ray-traced rendering. Based on NVIDIAÆ Optixô technology, this simplifies the design of realistic geometric text and shapes in 3D space with up to 27x faster performance on NVIDIAÆ QuadroÆ GPUs.

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Keywords:
Computer Graphics, SIGGRAPH 2012 - ID SIG1211
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Computer Vision & Machine Vision
Presentation
Media
Multiple Camera Mapping
Rodrigo Silva (GLOBO TV NETWORK)
This paper presents a new procedure to reconstruct and shade automatically, with artistic interference if needed, an area captured by a sequence of photos or a high definition video (e.g,. 4K cameras). The first CPU version uses VRay, the render time ...Read More
This paper presents a new procedure to reconstruct and shade automatically, with artistic interference if needed, an area captured by a sequence of photos or a high definition video (e.g,. 4K cameras). The first CPU version uses VRay, the render time for the Race Track took about 15 minutes per frame, reducing by 8 the total render time of the classic scene modeling. We reduce significantly the render time when using Optix as our RayTrace engine.  Back
 
Keywords:
Computer Vision & Machine Vision, Media & Entertainment, GTC 2015 - ID P5156
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Developer - Programming Languages
Presentation
Media
Domain-Specific Languages
Hanspeter Pfister, Milos Hasan
- Harvard University
Computer graphics has introduced several domain-specific languages (DSLs) that enable high performance and parallelism for narrow problem domains - RenderMan, Cg, GLSL, and recently OpenRL and OptiX. ...Read More
Computer graphics has introduced several domain-specific languages (DSLs) that enable high performance and parallelism for narrow problem domains - RenderMan, Cg, GLSL, and recently OpenRL and OptiX. We think that similar approaches can benefit other areas of GPU computing - visualization, animation, physics simulation, or scientific data analysis. In this talk, we present Shadie, a domain-specific shading language for rapid development of complex custom volume visualizations in radiation oncology. The shaders are written in a high-level Python-like language and translated to CUDA for efficiency. We will explain how you can develop your own DSLs using source-to-source translation and a suitable backend library.   Back
 
Keywords:
Developer - Programming Languages, General Interest, GTC 2010 - ID S102281
Digital Content Creation & Film
Presentation
Media
Learn How Adobe After Effects CS6 Takes Advantage of NVIDIA Optix Technology for 3D Ray Tracing (Presented by Adobe)
Colin Smith (Adobe)
Adobe After Effects CS6 unveils an amazing new 3D ray-traced rendering engine based on NVIDIA Optix technology with GPU acceleration of up to 50x faster than a CPU alone. This enables simple and quick designs of realistic geometric text and shap ...Read More

Adobe After Effects CS6 unveils an amazing new 3D ray-traced rendering engine based on NVIDIA Optix technology with GPU acceleration of up to 50x faster than a CPU alone. This enables simple and quick designs of realistic geometric text and shapes in 3D space. Motion graphics artists can now create more physically accurate scenes with beautiful results such as reflections, transparency, soft shadows, and depth-of-field blur directly in After Effects. GPU-accelerated ray tracing drastically improves the workflow by enabling motion graphics artists to develop these 3D effects entirely within After Effects.

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Keywords:
Digital Content Creation & Film, GTC 2012 - ID S2632
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Embedded & Automotive
Presentation
Media
OptiX and Zeany: Innovating Automotive Advertising
Jaja Ishibashi, George Barjoud
- Works Zebra
 
Keywords:
Embedded & Automotive, SIGGRAPH 2011 - ID SIG1116
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General Interest
Presentation
Media
Introduction to GPU Ray Tracing with NVIDIA OptiX (Pre-Conference Tutorial)
Learn how to use NVIDIA OptiX to quickly develop high performance ray tracing applications for interactive rendering, offline rendering, or scientific visualization. This session will explore the latest available OptiX version. ...Read More

Learn how to use NVIDIA OptiX to quickly develop high performance ray tracing applications for interactive rendering, offline rendering, or scientific visualization. This session will explore the latest available OptiX version.

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Keywords:
General Interest, Computer Graphics, High Performance Computing, Rendering & Ray Tracing, GTC 2010 - ID S102261
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Interactive Ray Tracing with the OptiX ray tracing engine
Steven Parker
OptiX is the latest and most flexible API for interactive ray tracing, taking full advantage of the power and generality of the CUDA architecture. ...Read More
OptiX is the latest and most flexible API for interactive ray tracing, taking full advantage of the power and generality of the CUDA architecture. This new technology is valuable for anyone wanting to build a high-performance, ray tracing renderer (interactive or off-line), accelerate an existing ray tracing renderer, add raytrace capabilities to raster renderers, or even perform generic ray tracing functions for computation. By replacing fixed components of a traditional ray tracer with user-specified programs, OptiX is able to implement a rich array of rendering and non-rendering algorithms while still maintaining high performance. Examine these programmable components, and the flexibility they provide, through a guided tour of this exciting new engine.  Back
 
Keywords:
General Interest, Visualization, GTC 2009 - ID S09048
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In-Situ and Scientific Visualization
Presentation
Media
Raytracing Scientific Data in NVIDIA OptiX? with GVDB Sparse Volumes
Rama Hoetzlein (NVIDIA), Tom Fogal (NVIDIA)
We present a novel technique for visualization of scientific data with compute operators and multi-scatter ray tracing entirely on GPU. Our source data consists of a high-resolution simulation using point-based wavelets, a representation not supporte ...Read More
We present a novel technique for visualization of scientific data with compute operators and multi-scatter ray tracing entirely on GPU. Our source data consists of a high-resolution simulation using point-based wavelets, a representation not supported by existing tools. To visualize this data, and consider dynamic time-based rendering, our approach is inspired by OpenVDB from motion pictures, which uses a hierarchy of grids similar to AMR. We develop GVDB, a ground-up implementation with tree traversal, compute, and ray tracing via OptiX all on the GPU. GVDB enables multi-scatter rendering at 200 million rays/sec, and full-volume compute operations in a few milliseconds on datasets up to 4,200^3 entirely in GPU memory.  Back
 
Keywords:
In-Situ and Scientific Visualization, Computational Fluid Dynamics, Rendering & Ray Tracing, GTC 2016 - ID S6199
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Keynote
Presentation
Media
Keynote: Using NVIDIA GPUs for Feature Film Production at Pixar
Danny Nahmias (Pixar), Dirk Van Gelder (Pixar)
This presentation will show how Pixar uses GPU technology to empower artists in the animation and lighting departments. By providing our artists with high-quality, interactive visual feedback, we enable them to spend more time making creative de ...Read More

This presentation will show how Pixar uses GPU technology to empower artists in the animation and lighting departments. By providing our artists with high-quality, interactive visual feedback, we enable them to spend more time making creative decisions. Animators interactively pose characters in order to create a performance. When features like displacement, fur, and shadows become critical for communicating the story, it is vital to be able to represent these visual elements in motion at interactive frame rates. We will show Presto, Pixar''s proprietary animation system, which uses GPU acceleration to deliver real-time feedback during the character animation process, using examples from Pixar''s recent films. Lighting artists place and adjust virtual lights to create the mood and tone of the scene as well as guide the audience''s attention. A physically-based illumination model allows these artists to create visually-rich imagery using simpler and more direct controls. We will demonstrate our interactive lighting preview tool, based on this model, built on NVIDIA''s OptiX framework, and fully integrated into our new Katana-based production workflow.

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Keywords:
Keynote, Media & Entertainment, GTC 2014 - ID S4884
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Manufacturing
Presentation
Media
Simulation-Based CGI for Automotive Applications
Benoit Deschamps (PSA Peugeot Citroën)
To reduce the gap between a physical mock-up and a virtual mock-up, a combination of real-time rendering and simulation enable better decision making. Leveraging NVIDIA Optix to develop specific automotive tools, we are able to run simulations and vi ...Read More
To reduce the gap between a physical mock-up and a virtual mock-up, a combination of real-time rendering and simulation enable better decision making. Leveraging NVIDIA Optix to develop specific automotive tools, we are able to run simulations and visualize solutions to a wide range of problems, such as what is the best vehicle geometry to minimize gravel impact on the door. In addition, tools such as RTT DeltaGen enable photo real results that help us experiment and visualize changing vehicle designs; for example when changing the slope of the windshield, how are elements inside the car affected due to the reflective properties of glass.  Back
 
Keywords:
Manufacturing, Automotive, Rendering & Ray Tracing, GTC 2015 - ID S5628
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Media & Entertainment
Presentation
Media
Jean-Daniel "Danny" Nahmias (Pixar Animation Studios)
Having moved our film lighting pipeline to a ray traced, physically based illumination model, this presentation will demonstrate the viability and advantages of using OptiX along with NVIDIA GPUs to obtain interactive lighting feedback on real ...Read More
Having moved our film lighting pipeline to a ray traced, physically based illumination model, this presentation will demonstrate the viability and advantages of using OptiX along with NVIDIA GPUs to obtain interactive lighting feedback on real production shots and assets.
 
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Keywords:
Media & Entertainment, SIGGRAPH 2013 - ID SIG1325
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FurryBall RT: New OptiX Core and 30x Speed Up
Jan Tománek (AAA studio)
Jan will present a completely rewritten FurryBall, a real-time, production-quality, GPU-accelerated render, using CUDA and OptiX. Now called FurryBall RT, performance and viewport interactivity has improved 10-30X times compared to the earlier DX-bas ...Read More
Jan will present a completely rewritten FurryBall, a real-time, production-quality, GPU-accelerated render, using CUDA and OptiX. Now called FurryBall RT, performance and viewport interactivity has improved 10-30X times compared to the earlier DX-based version. FurryBall's power was proven in rendering a complete, full-length animated 3D stereo movie for cinemas on NVIDIA GPUs.  Back
 
Keywords:
Media & Entertainment, Rendering & Ray Tracing, GTC 2015 - ID S5188
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Dekko: A Framework for Real-Time Preview for VFX
Damien Fagnou (VFX Operations, MPC)
In this session we will discuss the challenge and benefits of interactively visualizing large scenes in modern big budget VFX-driven movies. We will share some examples of the scale and complexity we experienced in our recent productions at MPC ...Read More

In this session we will discuss the challenge and benefits of interactively visualizing large scenes in modern big budget VFX-driven movies. We will share some examples of the scale and complexity we experienced in our recent productions at MPC and the value of being able to visualize them without the need to go through long offline render processes. We will show initial results of our work done using NVIDIA's OptiX framework and Fabric Engine to assemble and render large scenes in an interactive environments taking advantage of the power of high end GPUs.

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Keywords:
Media & Entertainment, Developer - Algorithms, Real-Time Graphics, GTC 2015 - ID S5622
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Media & Entertainment Summit
Presentation
Media
Implementing OptiX Raytracing Features into FurryBall GPU Renderer
Jan Tomanek (AAA studio)
This session describes our three-month experience adding GPU ray tracing acceleration to our FurryBall GPU rasterized rendering engine by incorporating NVIDIA OptiX. We'll review the advantages of rasterizing techniques for hair, displacement and an ...Read More
This session describes our three-month experience adding GPU ray tracing acceleration to our FurryBall GPU rasterized rendering engine by incorporating NVIDIA OptiX. We'll review the advantages of rasterizing techniques for hair, displacement and antialiasing vs the benefits of ray tracing for indirect, reflection and refraction--and how to combine the best of both. We'll show comparisons of rasterized-only scenes and the value of OptiX ray tracing.   Back
 
Keywords:
Media & Entertainment Summit, Rendering & Ray Tracing, Rendering & Animation, GTC 2014 - ID S4690
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Realtime Preview For VFX: Challenges and Rewards
Damien Fagnou (MPC)
In this session we will discuss the challenge and benefits of interactively visualizing large scenes in modern big budget VFX-driven movies. We will share some examples of the scale and complexity we experienced in our recent productions at MPC ...Read More

In this session we will discuss the challenge and benefits of interactively visualizing large scenes in modern big budget VFX-driven movies. We will share some examples of the scale and complexity we experienced in our recent productions at MPC and the value of being able to visualize them without the need to go through long offline render processes. We will show initial results of our work done using Nvidia's OptiX framework and Fabric Engine to assemble and render large scenes in an interactive environments taking advantage of the power of high end GPUs.

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Keywords:
Media & Entertainment Summit, Large Scale Data Visualization & In-Situ Graphics, Rendering & Animation, Visual Effects & Simulation, GTC 2014 - ID S4697
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Medical Imaging
Presentation
Media
Ultra Fast Ray-Tracer for Medical Imaging With NVIDIA OptiX Engine
Jakub Pietrzak (University of Warsaw)
This paper shortly describes application of the NVIDIA OptiX engine in numerical simulations for Medical Imagine systems. Based on the NVIDIA OptiX engine, the X- and Gamma-ray-tracer has been created and developed to perform accurate Monte Carlo ...Read More
This paper shortly describes application of the NVIDIA OptiX engine in numerical simulations for Medical Imagine systems. Based on the NVIDIA OptiX engine, the X- and Gamma-ray-tracer has been created and developed to perform accurate Monte Carlo simulations that determine the Point Response Function in case of parallel hole collimators used in SPECT tomography.  Back
 
Keywords:
Medical Imaging, GTC 2014 - ID P4215
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Rendering & Animation
Presentation
Media
GPU Ray Tracing and Advanced Rendering Solutions from NVIDIA
Phillip Miller (NVIDIA)
Learn how GPU computing is revolutionizing performance and possibilities in both interactive and production rendering. The latest capabilities of NVIDIA''s Advanced Rendering solutions will be explored and demonstrated, along with what''s possible wi ...Read More
Learn how GPU computing is revolutionizing performance and possibilities in both interactive and production rendering. The latest capabilities of NVIDIA''s Advanced Rendering solutions will be explored and demonstrated, along with what''s possible with the latest in NVIDIA OptiX for accelerating custom ray tracing solutions. Trends in the industry, along with guidelines for configuring optimal rendering, will also be discussed.  Back
 
Keywords:
Rendering & Animation, Manufacturing, Media & Entertainment, Rendering & Ray Tracing, GTC 2014 - ID S4626
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Rendering & Ray Tracing
Presentation
Media
Bridging Ray and Raster Processing on GPUs
Kenny Mitchell
- Black Rock Studio
Explore new techniques in real time rendering. We will discuss a system for ray traced global illumination (GI) carefully integrated with a traditional raster renderer using an incremental irradiance cache. ...Read More
Explore new techniques in real time rendering. We will discuss a system for ray traced global illumination (GI) carefully integrated with a traditional raster renderer using an incremental irradiance cache. Covers novel GPU methods for spawning secondary GI rays on only visible cells, smoothly sampling the visible 3D cache into 2D, and incrementally ray traced spherical harmonics basis. Details applying a range of optimizations to achieve real-time frame rates with the OptiX ray tracing engine.  Back
 
Keywords:
Rendering & Ray Tracing, Rendering & Ray Tracing, GTC 2010 - ID 2047
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GPU Ray Tracing Exposed: Under the Hood of the NVIDIA OptiX Ray Tracing Engine
Austin Robison, Phillip Miller, Steve Parker
- NVIDIA
Take a deep dive into many of the design choices and implementation details of the NVIDIA OptiX ray tracing engine. ...Read More
Take a deep dive into many of the design choices and implementation details of the NVIDIA OptiX ray tracing engine. Learn how domain specific compilation, a unique execution model and a general object model, are combined into a flexible and powerful API.  Back
 
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Rendering & Ray Tracing, GTC 2010 - ID S102250
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Advanced Rendering Solutions
Phillip Miller
- NVIDIA
The full range of advanced rendering solutions and frameworks from NVIDIA will be jointly explained in this insightful product and technology discussion and demonstration. ...Read More
The full range of advanced rendering solutions and frameworks from NVIDIA will be jointly explained in this insightful product and technology discussion and demonstration. Come learn about the latest possibilities for incorporating advanced rendering - from leveraging mental ray, adding iray, creating with OptiX, combining multiple solutions, or building custom pipelines.  Back
 
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Rendering & Ray Tracing, SIGGRAPH 2011 - ID SIG1104
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GPU Ray Tracing
Phillip Miller
- NVIDIA
Learn the latest approaches in levering GPUs for the fastest possible ray tracing results from experts developing and leveraging the NVIDIA OptiX ray tracing engine, the team behind NVIDIA iray, and those making custom renderers. ...Read More
Learn the latest approaches in levering GPUs for the fastest possible ray tracing results from experts developing and leveraging the NVIDIA OptiX ray tracing engine, the team behind NVIDIA iray, and those making custom renderers. Multiple rendering techniques, GPU programming languages, and optimal hardware configurations will be covered in this cutting-edge discussion.  Back
 
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Rendering & Ray Tracing, SIGGRAPH 2011 - ID S2603
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OptiX for DirectX Programmers - Eve Online's GPU-Raytraced Portraits
Bert Peers (CCP Games)
By integrating NVIDIA's OptiX system for real-time GPU raytracing into a DirectX9 based engine, CCP Games enables high-quality raytraced player portraits for the single shard MMO EVE Online, reusing the game's assets and pipeline. We sel ...Read More

By integrating NVIDIA's OptiX system for real-time GPU raytracing into a DirectX9 based engine, CCP Games enables high-quality raytraced player portraits for the single shard MMO EVE Online, reusing the game's assets and pipeline. We selectively add stochastic effects while closely maintaining the look of the DX9-based renderer that Art Direction aimed for. In this talk we approach OptiX from the point of view of a programmer familiar with DirectX, discuss integrating these two systems, and show how we reproduced some DirectX-based effects like transparency and subsurface scattering within OptiX.

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Rendering & Ray Tracing, GTC 2012 - ID S2021
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Advanced Driver Assistance System Testing Using OptiX
Erwin Roth (Technische Universitaet Muenchen), Tugkan Calapoglu (VIRES Simulationstechnologie GmbH)
Learn in this session how the AUDI AG and its partners make use of OptiX as a unified platform for the simulation of perception sensors utilizing different physical measurement principles, e.g. Video Camera, LIDAR, Ultra Sonic, etc. The aim is t ...Read More

Learn in this session how the AUDI AG and its partners make use of OptiX as a unified platform for the simulation of perception sensors utilizing different physical measurement principles, e.g. Video Camera, LIDAR, Ultra Sonic, etc. The aim is to generate synthetic sensor data with realistic measurement errors for testing Advanced Driver Assistance Systems. Get details about the challenges they faced during the implementation of the necessary tools for validating the sensor models and join the discussion when they describe the upcoming challenges related to real-time Ray Tracing and advanced material descriptions, when multiple sensors are simulated simultaneously.

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Rendering & Ray Tracing, GTC 2012 - ID S2319
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OptiX Out-of-Core and CPU Rendering
David McAllister (NVIDIA), James Bigler (OptiX group NVIDIA)
OptiX has broken some major barriers recently by enabling out-of-GPU-core memory rendering and by adding a CPU rendering back-end when an OptiX-capable GPU is not present in the system. OptiX users and CUDA developers will be interested in how w ...Read More

OptiX has broken some major barriers recently by enabling out-of-GPU-core memory rendering and by adding a CPU rendering back-end when an OptiX-capable GPU is not present in the system. OptiX users and CUDA developers will be interested in how we accomplished these feats within the existing GPU architecture. This talk will provide a brief introduction to OptiX and then dive into what the new features provide. We will then go under the covers and show how we pulled it off.

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Rendering & Ray Tracing, GTC 2012 - ID S2366
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GPU Ray Tracing
Phillip Miller (NVIDIA)
Learn the latest approaches in levering GPUs for the fastest possible ray tracing results from experts developing and leveraging the NVIDIA OptiX ray tracing engine, the team behind NVIDIA iray, and those making custom renderers. Multiple render ...Read More

Learn the latest approaches in levering GPUs for the fastest possible ray tracing results from experts developing and leveraging the NVIDIA OptiX ray tracing engine, the team behind NVIDIA iray, and those making custom renderers. Multiple rendering techniques, GPU programming languages, out-of-core rendering, and optimal hardware configurations will be covered in this cutting-edge discussion.

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Rendering & Ray Tracing, GTC 2012 - ID S2603
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GPU Ray Tracing and OptiX
David McAllister (NVIDIA), Phillip Miller (NVIDIA)
Learn the latest approaches in levering GPUs for the fastest possible ray tracing results from experts developing and leveraging the NVIDIA OptiX ray tracing engine and those making custom renderers. Multiple ray tracing techniques, out-of-core ...Read More

Learn the latest approaches in levering GPUs for the fastest possible ray tracing results from experts developing and leveraging the NVIDIA OptiX ray tracing engine and those making custom renderers. Multiple ray tracing techniques, out-of-core rendering, multi-GPU support, optimal hardware configurations, and new opportunities with Kepler GPU and will be covered in this up to date discussion of the fastest growing trend in advanced rendering.

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Rendering & Ray Tracing, SIGGRAPH 2012 - ID SIG1240
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Spectral Reflectance by Structured Light: A Simulation Study Using OptiX
Siu-Kei Tin (Canon U.S.A., Inc.)
Material classification using optical methods is an important research area with many practical applications such as food inspection and recycling. One common material property to measure is spectral reflectance. In this work, we propose an extension ...Read More
Material classification using optical methods is an important research area with many practical applications such as food inspection and recycling. One common material property to measure is spectral reflectance. In this work, we propose an extension of the standard structured light technique for three-dimensional measurement to "spectral structured light", which enables real-time determination of spectral reflectance by capturing only two multispectral images using a multi-primary projector and a multispectral camera. We present preliminary findings of the feasibility of the proposed technique using ray tracing simulation of multispectral images.  Back
 
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Rendering & Ray Tracing, Computer Vision, GTC 2013 - ID P3171
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GPU Ray Tracing Using OptiX
David McAllister (NVIDIA)
OptiX is the foremost platform for GPU ray tracing. It exposes the extreme ray tracing performance of the GPU to typical developers, while hiding most of the complexity usually associated with ray tracing. This tutorial will cover everything dev ...Read More

OptiX is the foremost platform for GPU ray tracing. It exposes the extreme ray tracing performance of the GPU to typical developers, while hiding most of the complexity usually associated with ray tracing. This tutorial will cover everything developers need to get started with ray tracing in OptiX, including at least the OptiX C and C++ APIs, the execution model, acceleration structures, programmable entry points, and best practices.

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Rendering & Ray Tracing, Media & Entertainment, GTC 2013 - ID S3474
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Advanced OptiX Programming and Optimization
David McAllister (NVIDIA)
We will cover advanced topics in OptiX. Examples include implementing advanced rendering and sampling algorithms, dealing with large datasets and OptiX''s virtual memory system, new API features like callable programs, and CUDA interoper ...Read More

We will cover advanced topics in OptiX. Examples include implementing advanced rendering and sampling algorithms, dealing with large datasets and OptiX''s virtual memory system, new API features like callable programs, and CUDA interoperability. We will also cover performance analysis and optimization in OptiX, and plan to leave plenty of time for questions.

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Rendering & Ray Tracing, Media & Entertainment, GTC 2013 - ID S3475
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GPU Ray Tracing and Advanced Rendering Solutions
Phillip Miller (NVIDIA), Lutz Kettner (NVIDIA), David Hutchinson (Lightworks)
Learn how GPU computing is revolutionizing performance and possibilities in both interactive and production rendering. The latest capabilities of Iray 2013, will be explored and demonstrated, along with what's possible with the latest OptiX ...Read More

Learn how GPU computing is revolutionizing performance and possibilities in both interactive and production rendering. The latest capabilities of Iray 2013, will be explored and demonstrated, along with what's possible with the latest OptiX for accelerating custom ray tracing solutions. Trends in the industry, along with guidelines for configuring optimal rendering, will also be discussed. 

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Rendering & Ray Tracing, Combined Simulation & Real-Time Visualization, SIGGRAPH 2013 - ID SIG1305
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OptiX is the foremost platform for GPU ray tracing. It exposes the extreme ray tracing performance of the GPU to typical developers, while hiding most of the complexity usually associated with ray tracing. This tutorial will cover everything dev ...Read More

OptiX is the foremost platform for GPU ray tracing. It exposes the extreme ray tracing performance of the GPU to typical developers, while hiding most of the complexity usually associated with ray tracing. This tutorial will cover everything developers need to get started with ray tracing in OptiX, including at least the OptiX C and C++ APIs, the execution model, acceleration structures, programmable entry points, and best practices.

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Rendering & Ray Tracing, Media & Entertainment, SIGGRAPH 2013 - ID SIG1306
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Petascale Molecular Ray Tracing: Accelerating VMD/Tachyon with OptiX
John Stone (University of Illinois)
We describe the adaptation of VMD, a popular molecular visualization and analysis tool, to exploit the Tesla K20X GPU for acceleration of large scale molecular visualization runs on Cray XK7 petascale supercomputers such as Blue Waters and Titan. We ...Read More
We describe the adaptation of VMD, a popular molecular visualization and analysis tool, to exploit the Tesla K20X GPU for acceleration of large scale molecular visualization runs on Cray XK7 petascale supercomputers such as Blue Waters and Titan. We will describe ray tracing performance benefits and memory efficiency optimizations achieved through the use of custom geometric primitives and triangle mesh formats, and relate our experiences adapting the Tachyon CPU-based ray tracing engine used by VMD, to NVIDIA's OptiX GPU ray tracing framework. We will present performance data for large visualization runs on the Cray XK7, discuss our approach to integrating OptiX into VMD, and describe avenues for further improvement.  Back
 
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Rendering & Ray Tracing, Molecular Dynamics, Scientific Visualization, Supercomputing & HPC, GTC 2014 - ID S4400
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Advanced OptiX Programming
David McAllister (NVIDIA)
As more and more demanding customers are adopting OptiX we are learning more about what it takes to write high performance yet elegant code using OptiX. This talk will use case studies to teach OptiX developers how to get highest performance out of O ...Read More
As more and more demanding customers are adopting OptiX we are learning more about what it takes to write high performance yet elegant code using OptiX. This talk will use case studies to teach OptiX developers how to get highest performance out of OptiX, and debug OptiX code.  Back
 
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Rendering & Ray Tracing, Manufacturing, Media & Entertainment, Rendering & Animation, GTC 2014 - ID S4597
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Designing Better Workplaces through Fast Daylighting Simulation with Accelerad
Nathaniel Jones (MIT)
Daylight in buildings is desirable for aesthetics and energy savings. However, predicting uncomfortable glare conditions requires complex simulation with greater accuracy requirements than typical image rendering. This poster presents Accelerad, a li ...Read More
Daylight in buildings is desirable for aesthetics and energy savings. However, predicting uncomfortable glare conditions requires complex simulation with greater accuracy requirements than typical image rendering. This poster presents Accelerad, a lighting simulation tool based on NVIDIA's OptiX ray tracing engine. Accelerad generates quantitative image-based predictions of visual comfort conditions at speeds up to fifty times faster than current standard methods and maintains the same level of accuracy.  Back
 
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Rendering & Ray Tracing, Visualization - In-Situ & Scientific, GTC 2015 - ID P5177
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GPU-Accelerated Spectral Caustic Rendering of Homogeneous Caustic Objects
Budianto Tandianus (Nanyang Technological University)
We propose a two-step acceleration scheme for spectral caustics rendering that takes into account information across visible wavelengths of the scene, index of refraction (caustic object), light power, and material re?ectance (surface). In the first ...Read More
We propose a two-step acceleration scheme for spectral caustics rendering that takes into account information across visible wavelengths of the scene, index of refraction (caustic object), light power, and material re?ectance (surface). In the first step, we analyze the index of refraction and we cluster the wavelengths based on refraction direction similarity in order to reduce the intersection tests. In the second step, we consider the surrounding objects properties (material re?ectance and light power) and we compute the re?nement amount of each wavelength cluster. Our accelerated algorithm can produce rendering results close to the reference images with a signi?cant acceleration. We implement our two acceleration schemes by using OptiX, a GPU rendering engine built on top of CUDA.  Back
 
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Rendering & Ray Tracing, GTC 2015 - ID S5210
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VMD: Publication-Quality Ray Tracing of Molecular Graphics with OptiX
John Stone (University of Illinois at Urbana-Champaign)
This session will describe the adaptation of the popular molecular graphics program VMD to support both batch and interactive ray tracing using NVIDIA OptiX, on computers ranging from laptops all the way up to large scale Cray XK7 supercomputers such ...Read More
This session will describe the adaptation of the popular molecular graphics program VMD to support both batch and interactive ray tracing using NVIDIA OptiX, on computers ranging from laptops all the way up to large scale Cray XK7 supercomputers such as Blue Waters and Titan. We will describe the benefits of custom VMD-specific geometric primitives and memory layouts, and relate our experiences adapting the Tachyon CPU-based ray tracing engine used by VMD, to NVIDIA's OptiX GPU ray tracing framework. The session will present performance data for workstation and supercomputer class visualizations, integration of OptiX into VMD, interactive ray tracing, many example movies and visualizations, and avenues for further improvement.  Back
 
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Rendering & Ray Tracing, Visualization - In-Situ & Scientific, Media & Entertainment, GTC 2015 - ID S5386
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Accelerad: Daylight Simulation for Architectural Spaces Using GPU Ray Tracing
Nathaniel Jones (MIT)
This talk introduces Accelerad, a simulation tool for modeling naturally and artificially lit spaces using NVIDIA® OptiX ray tracing engine. Three challenges encountered in implementing physically-based ray tracing on the GPU are presented: (1) ...Read More
This talk introduces Accelerad, a simulation tool for modeling naturally and artificially lit spaces using NVIDIA® OptiX ray tracing engine. Three challenges encountered in implementing physically-based ray tracing on the GPU are presented: (1) the need for large numbers of bounces which leads to poor warp coherence; (2) the use of irradiance caching that does not naturally lend itself to parallelism, and (3) the need for validation against physical measurement. The solutions implemented in Accelerad are described, along with test results which show that Accelerad achieves accuracy comparable to current best simulation practices in the building industry while running at speeds up to fifty times faster.  Back
 
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Rendering & Ray Tracing, Visualization - In-Situ & Scientific, Computational Physics, GTC 2015 - ID S5416
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Innovations in OptiX
David McAllister (NVIDIA)
OptiX is the industry's premier ray tracing engine in terms of performance, functionality, and adoption. We will present three recent advances in OptiX. First, the renovation of the core of OptiX, including using an LLVM-based compiler pipel ...Read More

OptiX is the industry's premier ray tracing engine in terms of performance, functionality, and adoption. We will present three recent advances in OptiX. First, the renovation of the core of OptiX, including using an LLVM-based compiler pipeline, which brings several performance benefits and opens the door for long-desired new features. Second, the OptiX VCA allows OptiX-based applications to transparently use NVIDIA Visual Computing Appliance for massively parallel, shared, remote rendering. Third, we will share exciting results of our top partners and their recent successes with OptiX.

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Rendering & Ray Tracing, Product Design & Styling, Media & Entertainment, GTC 2015 - ID S5246
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Advanced Rendering Solutions from NVIDIA
Phillip Miller (NVIDIA)
Learn about the latest breakthroughs and offerings in NVIDIA's Advanced Rendering Solutions, which scale smoothly from local GPU rendering to remote super-computer clusters. New capabilities and possibilities in Iray® and mental ray® will be ...Read More
Learn about the latest breakthroughs and offerings in NVIDIA's Advanced Rendering Solutions, which scale smoothly from local GPU rendering to remote super-computer clusters. New capabilities and possibilities in Iray® and mental ray® will be explored and demonstrated, along with what's possible with the latest in NVIDIA OptiX for accelerating custom ray tracing development. Industry trends and production examples will also be explored as advanced in both interactive and production rendering possibilities continue to revolutionize workflows.  Back
 
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Rendering & Ray Tracing, Product Design & Styling, Media & Entertainment, GTC 2015 - ID SIG4111
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Flexible Cluster Rendering with NVIDIA VCA
Phillip Miller (NVIDIA), Ankit Patel (NVIDIA)
Learn how NVIDIA Visual Computing Appliances (VCA) are enabling a wide variety of rendering solutions to scale across hundreds of GPUs and stream their results back for interactive sessions of unprecedented performance. Commercial solutions employing ...Read More
Learn how NVIDIA Visual Computing Appliances (VCA) are enabling a wide variety of rendering solutions to scale across hundreds of GPUs and stream their results back for interactive sessions of unprecedented performance. Commercial solutions employing Iray, VRay-RT, and OptiX will all be shown working with a remote cluster of VCAs. The mechanics of supporting the VCA from applications, managing clusters, and possibilities for streaming will also be explored.  Back
 
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Rendering & Ray Tracing, Product Design & Styling, Visualization - Large Scale & Multi-Display, GTC 2015 - ID S5644
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Implement Physically Based Ray Tracing with NVIDIA OptiX? and MDL
Detlef Roettger (NVIDIA)
Learn how to implement a physically based ray tracing renderer with NVIDIA OptiX, which supports the material definition language (MDL). The concepts and specific renderer design decisions to support the fundamental building blocks in the MDL specifi ...Read More
Learn how to implement a physically based ray tracing renderer with NVIDIA OptiX, which supports the material definition language (MDL). The concepts and specific renderer design decisions to support the fundamental building blocks in the MDL specification are explained using a global illumination path tracer implemented with OptiX as an example. Special attention has been given to the material description code inside that renderer to express complex material hierarchies via standard C++ mechanisms in a readable manner with the goal of automatic code generation from MDL files finally done via the MDL SDK.  Back
 
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Rendering & Ray Tracing, Media & Entertainment, Real-Time Graphics, GTC 2016 - ID S6244
 
Introduction to the NVIDIA OptiX? Ray Tracing Engine
Austin Robison (NVIDIA)
Learn about the OptiX ray tracing engine, a sophisticated library for performing GPU ray tracing. We'll provide an overview of the OptiX ray tracing pipeline and the programmable components that allow for the implementation of many algorithms and ap ...Read More
Learn about the OptiX ray tracing engine, a sophisticated library for performing GPU ray tracing. We'll provide an overview of the OptiX ray tracing pipeline and the programmable components that allow for the implementation of many algorithms and applications. OptiX can be used in many domains, ranging from rendering to acoustic modeling to scientific visualization. Several case studies will be presented describing the benefits of integrating OptiX into third-party applications.  Back
 
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Rendering & Ray Tracing, GTC 2016 - ID S6643
 
Designing Surface Materials with GPU Ray Tracing
Jean-Daniel Nahmias (Pixar)
We demonstrate how our film artists can create the look and visual style of complex materials interactively using GPU ray tracing. In order to produce a rich and compelling surface appearance, our artists use mathematical functions or images encapsu ...Read More
We demonstrate how our film artists can create the look and visual style of complex materials interactively using GPU ray tracing. In order to produce a rich and compelling surface appearance, our artists use mathematical functions or images encapsulated in nodes of a shader network. Using NVIDIA's OptiX toolkit we are experimenting with a GPU accelerated interactive physically-based path tracer that enables our artists to create and edit these shader networks, while emulating the subtleties that would traditionally only be visible in a final frame render.  Back
 
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Rendering & Ray Tracing, Media & Entertainment, Real-Time Graphics, GTC 2016 - ID S6844
 
VMD: Interactive Molecular Ray Tracing with NVIDIA OptiX?
John Stone (University of Illinois at Urbana-Champaign)
We'll describe the adaptation of the popular molecular graphics program VMD for interactive ray tracing using NVIDIA OptiX, on computers ranging from laptops all the way up to large NVIDIA VCA GPU clusters, and petascale supercomputers such as the ...Read More
We'll describe the adaptation of the popular molecular graphics program VMD for interactive ray tracing using NVIDIA OptiX, on computers ranging from laptops all the way up to large NVIDIA VCA GPU clusters, and petascale supercomputers such as the Blue Waters and Titan. We'll highlight the new OptiX 3.8 progressive rendering and remote device APIs, and show how they are using VMD for both local and remote VCA rendering. We'll highlight the use of OptiX GPU ray tracing for interactive panoramic and omnidirectional projections suited to planetariums, fulldome theaters, and VR headsets (HMDs) such as the Oculus Rift. The session will present the latest VMD+OptiX ray tracing performance data for workstation, VCA GPU clusters, and supercomputers.  Back
 
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Rendering & Ray Tracing, In-Situ and Scientific Visualization, GTC 2016 - ID S6258
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Advanced Rendering Solutions from NVIDIA
Phillip Miller (NVIDIA)
Learn about the latest breakthroughs and offerings in NVIDIA's Advanced Rendering Solutions, which scale smoothly from local GPU rendering to remote supercomputer clusters. We'll explore and demonstrate new capabilities and possibilities in NVI ...Read More
Learn about the latest breakthroughs and offerings in NVIDIA's Advanced Rendering Solutions, which scale smoothly from local GPU rendering to remote supercomputer clusters. We'll explore and demonstrate new capabilities and possibilities in NVIDIA? Iray? and mental ray?. Plus, we'll see what's possible with the latest in NVIDIA OptiX? for accelerating custom ray-tracing development, and in NVIDIA IndeX? for in-situ large data visualization. Industry trends and production examples will also be explored as both interactive and production rendering possibilities continue to revolutionize workflows.  Back
 
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Rendering & Ray Tracing, Tools & Libraries, In-Situ and Scientific Visualization, GTC 2016 - ID S6571
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Supercomputing & HPC
Presentation
Media
Harnessing GPUs to Probe Biomolecular Machines at Atomic Detail
John Stone (University of Illinois)
The tremendous successes that GPUs have had in accelerating molecular simulations must continue to be matched by advances in their application to challenging simu ...Read More

The tremendous successes that GPUs have had in accelerating molecular simulations must continue to be matched by advances in their application to challenging simulation preparation, analysis, and visualization tasks. We will describe how the latest developments in the molecular visualization tool VMD exploit GPUs using exciting new features of CUDA, OpenACC, EGL, and OptiX to accelerate key science tasks on clouds, clusters, and petascale computers. We will summarize our early experiences and performance results on GPU-accelerated OpenPOWER platforms with an eye toward the challenges and opportunities posed by the upcoming DOE Summit and Sierra systems.

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Supercomputing & HPC, Supercomputing 2016 - ID SC6127
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Virtual Reality & Augmented Reality
Presentation
Media
VMD+NVIDIA OptiX?: Streaming Interactive Ray Tracing from Remote GPU Clusters to Your VR Headset
John Stone (University of Illinois at Urbana-Champaign)
Commodity head-mounted displays (HMDs) offer a tremendous opportunity to make immersive molecular visualization techniques broadly available. HMDs offer the promise of intuitive exploration of large molecular complexes and their dynamics, but their r ...Read More
Commodity head-mounted displays (HMDs) offer a tremendous opportunity to make immersive molecular visualization techniques broadly available. HMDs offer the promise of intuitive exploration of large molecular complexes and their dynamics, but their requirement for low-latency, high-frame-rate display presents a formidable challenge for high-quality remote ray tracing at distant HPC centers. We'll present a new, interactive ray-tracing system for remote visualization with HMDs, implemented within the popular molecular visualization tool VMD using a combination of interactive OptiX ray tracing, omnidirectional stereoscopic projection, H.264 video streaming, and high performance OpenGL rasterization.  Back
 
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Virtual Reality & Augmented Reality, In-Situ and Scientific Visualization, Rendering & Ray Tracing, GTC 2016 - ID S6261
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Visual Computing Theater
Presentation
Media
Realtime Preview for VFX : Challenges and Rewards
Damien Fagnou (MPC)
In this session we will discuss the challenge and benefits of interactively visualising large scenes in modern big budget VFX-driven movies. We will share some examples of the scale and complexity we experienced in our recent productions at MPC ...Read More

In this session we will discuss the challenge and benefits of interactively visualising large scenes in modern big budget VFX-driven movies. We will share some examples of the scale and complexity we experienced in our recent productions at MPC and the value of being able to visualize them without the need to go through long offline render processes. We will show initial results of our work done using NVIDIA''s Optix framework and Fabric Engine to assemble and render large scenes in an interactive environments taking advantage of the power of high end GPUs.

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Visual Computing Theater, SIGGRAPH 2014 - ID SIG4140
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Using OptiX for Lighting Preview in a Katana-Based Production Pipeline
Danny Nahmias (Pixar Animation Studios)
Having moved our film lighting pipeline to a ray traced, physically based illumination model, this presentation will demonstrate the viability and advantages of using OptiX along with NVIDIA GPUs to obtain interactive lighting feedback on real p ...Read More

Having moved our film lighting pipeline to a ray traced, physically based illumination model, this presentation will demonstrate the viability and advantages of using OptiX along with NVIDIA GPUs to obtain interactive lighting feedback on real production shots and assets.

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Keywords:
Visual Computing Theater, SIGGRAPH 2014 - ID SIG4136
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