NAMD and VMD provide state-of-the-art molecular simulation, analysis, and visualization tools that leverage a panoply of GPU acceleration technologies to achieve performance levels that enable scientists to routinely apply research methods that were formerly too computationally demanding to be practical. To make state-of-the-art MD simulation and computational microscopy workflows available to a broader range of molecular scientists including non-traditional users of HPC systems, our center has begun producing pre-configured container images and Amazon EC2 AMIs that streamline deployment, particularly for specialized occasional-use workflows, e.g., for refinement of atomic structures obtained through cryo-electron microscopy. This talk will describe the latest technological advances in NAMD and VMD, using CUDA, OpenACC, and OptiX, including early results on ORNL Summit, state-of-the-art RTX hardware ray tracing on Turing GPUs, and easy deployment using containers and cloud computing infrastructure.
We present our findings on using the NVIDIA OptiX framework to simulate the scattering of electrons as encountered in scanning electron microscope environments. In particular, we discuss how we implemented volume scattering and coplanar material transition boundaries with varying material properties within the framework. The results have been verified with established CPU based simulation packages. While achieving comparable accuracy, significant speed ups are realized.
The OptiX AI denoiser introduced at Siggraph 2017 is now integrated into the most popular ray tracing applications including, Autodesk Arnold, Chaos Vray, Redshift, Isotropix and many more. A new feature of the upcoming OptiX SDK leverages AI to determine the quality of an image automatically and without a reference image. In this talk we will describe the evolution of these features, how they are trained and how they can be used to accelerate ray tracing.
We'll explore NVIDIA GVDB Voxels, a new open source SDK framework for generic representation, computation, and rendering of voxel-based data. We'll introduce the features of the new SDK and cover applications and examples in motion pictures, scientific visualization, and 3D printing. NVIDIA GVDB Voxels, based on GVDB Sparse Volume technology and inspired by OpenVDB, manipulates large volumetric datasets entirely on the GPU using a hierarchy of grids. The second part of the talk will cover in-depth use of the SDK, with code samples, and coverage of the design aspects of NVIDIA GVDB Voxels. A sample code walk-through will demonstrate how to build sparse volumes, render high-quality images with NVIDIA OptiX integration, produce dynamic data, and perform compute-based operations.
Ergonomics is an important aspect engineering of manufacturing systems andmaintenance procedures of new products for both physical and virtual envronments . A specific case is the prediction of operator or technician visibility under real world lighting conditions. For example, when simulating how efficiently a worker will be able to operate a planned system, it is necessary to evaluate early on how this would be affected by a given illumination situation. The ability to digitally design for manufacturability or serviceability, while taking into account human factors, directly influences the potential profitability of new products. Â In this session, we will talk about how NVIDIA's OptiX and RTX ray tracing technologies can be leveraged to simulate the propagation of light in environments with complex geometric topology on GPUs. A special focus will be on the OptiX AI denoiser, which masks Monte-Carlo noise that is stemming from the underlying numerical integration methods. We will show how this has been integrated into ESI's Helios visualization framework, before we demonstrate the system through practical examples
Arnold is a high quality production renderer for visual effects in film and feature animation used by more than 300 studios worldwide on projects such as Blade Runner 2049 and Game of Thrones. Arnold was instrumental in the shift toward physically-based light transport simulation in production rendering; in fact, this role was recognized with an Academy Award in 2017. Arnold's success is rooted in its ability to efficiently produce artifact-free images of dynamic scenes with massive complexity while simplifying the user's workflow.
Autodesk will be demonstrating GPU acceleration inside Arnold using NVIDIA OptiX.
The presentation is an introduction to NVIDIA OptiX - a sophisticated library for performing GPU ray tracing. You'll get an overview of the NVIDIA OptiX ray-tracing pipeline and learn about its programmable components for high-performance ray tracing on the GPU. NVIDIA OptiX is used in many domains, from rendering to acoustic modeling to scientific visualization. We'll review its features and present code samples to demonstrate best practices for writing a high-performance ray tracer using its programming model.
Virtual testing is the key to the development of ADAS and HAD systems. Research projects on national (PEGASUS) and European (Enable-S3) level have been setup explicitly to define methods and quality criteria for the testing of HAD functions and identify the virtual domain as one of their top priorities. As vehicles depend increasingly on sensors like LIDAR, RADAR and SONAR, an accurate representation of these sensors for test and validation purposes is mandatory. Sensor data will flow into deep learning neural networks on Nvidia Driveworks, or it will be used in software-in-the-loop (SiL) or hardware-in-the-loop (HiL) using Nvidia PX2 for test setups.
Join lead engineer for Arnold GPU, Adrien Herubel, to learn all about Arnold, Autodesk's Academy Award winning production renderer for visual effects in film and feature animation. Adrien will cover how Arnold was instrumental in the shift toward physically-based light transport simulation in production rendering, explore its ability to produce artifact-free images of dynamic scenes with massive complexity efficiently, and share an exclusive peek at the latest developments to Arnold GPU, accelerated by NVIDIA OptiX.
We'll discuss Prism, a Technicolor initiative to produce a high-end OptiX-based path tracer for a fast preview of element, shots or sequences. It incorporates open source technologies like Open Subdivision Surface, Open Shading Language, and Pixar USD to produce a high level of fidelity and realism. We will explain why we chose to develop a modern GPU rendering system and the advantage of using it in collaboration to RTX graphic cards.
Join Francesco Giordana, MPC Film's Realtime Software Architect on this talk about Genesis, MPC's virtual production platform. MPC Genesis has been designed as a robust multi-user distributed system that incorporates both modern technologies like mixed reality and more traditional techniques like motion capture and camera operation via encoded hardware devices. Francesco will talk about how MPC is improving the quality of the real-time graphics, with a special attention to lighting. He will explain how they started incorporating elements of real-time ray tracing into the platform, from a live link to Renderman XPU and MPC's own OptiX-based path tracer, as well as a hybrid approach based on DXR running inside Unity.
GPU-accelerated ray tracing is delivering new levels of interactivity and performance to rendering for film and design. Ray tracing leaders from NVIDIA, Autodesk, Chaos Group and Weta Digital will describe how the NVIDIA OptiX API is evolving rapidly, how to get the best performance from it, and how it is being used in production. We will also see how interactive ray tracing is drawing inspiration from real-time ray tracing methods as well as from advanced off-line methods.
Used in Siemens NX, Dassault Systèmes Catia and Solidworks, along with other leading product design packages, the Iray rendering engine and MDL (Material Definition Language) deliver predictable, simulation-quality photorealistic imagery with full artistic freedom. In this talk we will present our approach to enable NVIDIA RTX technology and RT Cores within Iray. We will present architectural decisions made to leverage the latest version of OptiX and explain what affects performance in practice.
We'll discuss Prism, a Technicolor initiative to produce a high-end Optix-based path tracer for a fast preview of element, shots or sequences. It incorporates open source technologies like Open Subdivision Surface, Open Shading Language, and Pixar USD to produce a high level of fidelity and realism. We will explain why we chose to develop a modern GPU rendering system and the advantage of using it in collaboration to RTX graphic cards.
NVIDIA's Material Definition Language provides a powerful tool for describing complex physically based materials. Using the MDL SDK, generation of actual GPU shader code from an MDL file is usually done in an offline process. We'll introduce the NVRTC CUDA runtime compilation library, and then demonstrate how it can be employed to build shader programs for the OptiX ray-tracing engine within a running rendering application. Using NVRTC not only relives end users from having to install an NVIDIA CUDA development environment, it also enables the creation of compact and efficient shader code that can be specialized at runtime. We'll demonstrate a prototypical implementation that has been integrated in ESI's IC.IDO decision-making platform.
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 OptiX into third-party applications.