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GTC ON-DEMAND

AI & Deep Learning Research
Presentation
Media
Abstract:
This session will present a proof of concept where a deep neural network was trained with pairs of Iray ray traced images (one arbitrary ray tracing iteration number and one fully converged image) and theirs structural similarity index (SSIM). Origin ...Read More
Abstract:
This session will present a proof of concept where a deep neural network was trained with pairs of Iray ray traced images (one arbitrary ray tracing iteration number and one fully converged image) and theirs structural similarity index (SSIM). Originally thought as a method for measuring the similarity between two images, SSIM index can also be viewed as a quality measure versus a reference image or, in our case, as a ray tracing rendering progress. The DNN can now from any render iteration of arbitrary scene infer a rendering progress estimator but also provides heat map pictures of the scenes that can be used for adaptive rendering, focusing ray tracing engine power on appropriate zones.  Back
 
Topics:
AI & Deep Learning Research, Graphics and AI, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8788
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Animation & VFX
Presentation
Media
Abstract:
We'll discuss Genesis, MPC's virtual production platform, 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 ...Read More
Abstract:
We'll discuss Genesis, MPC's virtual production platform, 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. We'll talk about how we're improving the quality of the real-time graphics, with a special attention to lighting. We will explain how we have started incorporating elements of real-time ray tracing into our platform, from a live link to Renderman XPU and our own Optix-based path tracer, as well as a hybrid approach based on DXR running inside Unity.  Back
 
Topics:
Animation & VFX, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9132
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Application Design & Porting Techniques
Presentation
Media
Abstract:
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 ...Read More
Abstract:

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.

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Topics:
Application Design & Porting Techniques
Type:
Talk
Event:
Supercomputing
Year:
2018
Session ID:
SC1803
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Gaming and AI
Presentation
Media
Abstract:
This session will cover how Nixxes and NVIDIA added ray-traced shadows for directional, spot, point, and area light sources. We'll cover what went well and what didn't in all aspects of the work, including BVH construction and implicatio ...Read More
Abstract:

This session will cover how Nixxes and NVIDIA added ray-traced shadows for directional, spot, point, and area light sources. We'll cover what went well and what didn't in all aspects of the work, including BVH construction and implications on content, as well as tracing and denoising the results.

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Topics:
Gaming and AI
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9984
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Abstract:
Well discuss Adaptive Temporal Antialiasing (ATAA), a new technique that extends traditional temporal anti-aliasing (TAA) approaches with adaptive ray tracing while conforming to the constraints of a commercial game engine (Unreal Engine 4). Attende ...Read More
Abstract:
Well discuss Adaptive Temporal Antialiasing (ATAA), a new technique that extends traditional temporal anti-aliasing (TAA) approaches with adaptive ray tracing while conforming to the constraints of a commercial game engine (Unreal Engine 4). Attendees will learn how the algorithm removes the blurring and ghosting artifacts common to standard temporal anti-aliasing and achieves image quality approaching 8x supersampling of geometry, shading, and materials while staying within a real-time game frame budget.  Back
 
Topics:
Gaming and AI
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1824
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Abstract:
Researchers and engineers from NVIDIA joined by leading game studios Epic Games and EA/SEED will present state-of-the-art techniques for ray tracing, sampling, and reconstruction in real time, including recent advances that promise to dramatically ad ...Read More
Abstract:
Researchers and engineers from NVIDIA joined by leading game studios Epic Games and EA/SEED will present state-of-the-art techniques for ray tracing, sampling, and reconstruction in real time, including recent advances that promise to dramatically advance the state of ray tracing in games, simulation, and VR applications.  Back
 
Topics:
Gaming and AI
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1813A
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Abstract:
With recent advances in real-time shading techniques, we can now light physically based materials with complex area light sources. Alas, one critical challenge remains: accurate area-light shadowing. The arrival of DXR opens the door to solving this ...Read More
Abstract:
With recent advances in real-time shading techniques, we can now light physically based materials with complex area light sources. Alas, one critical challenge remains: accurate area-light shadowing. The arrival of DXR opens the door to solving this problem via ray tracing, but the correct formulation isn't obvious and there are several potential pitfalls. For instance, the most popular strategy consists of tracing rays to points randomly distributed on the light source and averaging the visibility, but we will show that this is incorrect and produces visual artifacts. Instead, we propose a definition for soft shadows that allows us to compute the correct result, along with an efficient implementation that works with existing analytic area lighting solutions. Note: this talk is an extended presentation of the paper Combining Analytic Direct Illumination and Stochastic Shadows (presented at I3D) that includes additional practical details.   Back
 
Topics:
Gaming and AI
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1813B
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Abstract:
In this session, Edward Liu from NVIDIA will demonstrate how state of the art denoising technologies provided in the Gameworks Ray Tracing module will make 1 sample per pixel ray tracing practical in many scenarios in real-time rendering, including a ...Read More
Abstract:
In this session, Edward Liu from NVIDIA will demonstrate how state of the art denoising technologies provided in the Gameworks Ray Tracing module will make 1 sample per pixel ray tracing practical in many scenarios in real-time rendering, including area light shadows, ambient occlusion, glossy reflections and even indirect diffuse global illumination. Edward will show that one sample per pixel ray tracing with denoising can achieve much improved realism and fidelity when compared with traditional real-time rendering techniques.  Back
 
Topics:
Gaming and AI
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1813E
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Abstract:
In this session, Edward Liu from NVIDIA will demonstrate how state of the art denoising technologies provided in the Gameworks Ray Tracing module will make 1 sample per pixel ray tracing practical in many scenarios in real-time renderi ...Read More
Abstract:
In this session, Edward Liu from NVIDIA will demonstrate how state of the art denoising technologies provided in the Gameworks Ray Tracing module will make 1 sample per pixel ray tracing practical in many scenarios in real-time rendering, including area light shadows, ambient occlusion, glossy reflections and even indirect diffuse global illumination. Edward will show that one sample per pixel ray tracing with denoising can achieve much improved realism and fidelity when compared with traditional real-time rendering techniques. Practical tips and guidance for integrating Gameworks Ray Tracing into existing game engines will also be covered.
 

 

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Topics:
Gaming and AI
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1847
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Graphics and AI
Presentation
Media
Abstract:
We'll focus on the intersection of Quadro professional graphics and AI, and how they are remaking production workflows across industries such as manufacturing; media and entertainment, and architecture, engineering, and construction. Learn how Quadr ...Read More
Abstract:
We'll focus on the intersection of Quadro professional graphics and AI, and how they are remaking production workflows across industries such as manufacturing; media and entertainment, and architecture, engineering, and construction. Learn how Quadro RTX features such as real-time ray tracing and advanced shading are being augmented and extended by NVIDIA's NGX technology and developer tools, which are transforming Quadro professional graphics from a tool to an active assistant for professional users. We'll also discuss the impact of generative design, additive manufacturing, and next-generation VR and AR technology.  Back
 
Topics:
Graphics and AI, Rendering & Ray Tracing
Type:
Sponsored Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9969
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Abstract:
The golden era of hybrid ray+raster real-time computer graphics is just around the corner, enabled by the RTX platform and Turing architecture. In this session, learn how to harness the coexistence of hardware accelerated ray tracing and rasterizatio ...Read More
Abstract:
The golden era of hybrid ray+raster real-time computer graphics is just around the corner, enabled by the RTX platform and Turing architecture. In this session, learn how to harness the coexistence of hardware accelerated ray tracing and rasterization on the GPU to create the next generation of real-time imagery. Attendees will learn specifics on how to use Turing's hardware accelerated ray tracing with Microsoft's DirectX Raytracing (DXR) API, while still benefiting from hard-earned investments in optimized rasterization pipelines.  Back
 
Topics:
Graphics and AI
Type:
Talk
Event:
GTC Washington D.C.
Year:
2018
Session ID:
DC8224
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Abstract:
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 ...Read More
Abstract:

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.

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Topics:
Graphics and AI, Media and Entertainment
Type:
Talk
Event:
GTC Washington D.C.
Year:
2018
Session ID:
DC8204
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Abstract:
David Luebke, NVIDIAs VP of Graphics Research, will describe NVIDIAs vision for the future of virtual and augmented reality. Luebke will review some of the realities of virtual reality: challenges presented by Moores Law, battery technology, opt ...Read More
Abstract:
David Luebke, NVIDIAs VP of Graphics Research, will describe NVIDIAs vision for the future of virtual and augmented reality. Luebke will review some of the realities of virtual reality: challenges presented by Moores Law, battery technology, optics, wired and wireless connections. He will then discuss the implications and opportunities presented by these challenges, such as foveation and specialization, and conclude with a deep dive into how rendering technology, such as ray tracing, can evolve to solve the realities of virtual reality  Back
 
Topics:
Graphics and AI
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1829
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HPC and Supercomputing
Presentation
Media
Abstract:
Over the past year numerous updates to the CUDA platform have been released for libraries, language and system software. These target a range of diverse features from mixed precision solvers to scalable programming models to memory management to appl ...Read More
Abstract:
Over the past year numerous updates to the CUDA platform have been released for libraries, language and system software. These target a range of diverse features from mixed precision solvers to scalable programming models to memory management to applications of ray tracing in numerical methods. This talk will present a tour of all thats new and how to take advantage of it.  Back
 
Topics:
HPC and Supercomputing
Type:
Talk
Event:
Supercomputing
Year:
2019
Session ID:
SC1931
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Abstract:
Optick 是基于 NVIDIA OptiX 和 Geant4 toolkit 开发的开源模拟软件。计算机工作站 GPU 上的测试表明: Opticks 拥有强大的并行计算能力,可以将 CPU 上的 Geant4 光子模拟速度提高 1000 倍以上。拥有 Turing 架构的 NVIDIA RTX 处理器可以针对 ray tracing 进行硬件级别的加速,使得模拟速度进一步提高 6 倍以上。Geant4 模拟包括光子散射、吸收、和重发射等物理过程,这些作用过程在 Opticks 中都利用 CUDA 进行了重新设计和实现。材料的光学属性依赖于光子的波长。这些光学属性基于 GPU texture 实现了快速的插值和抽样方法。此外,Opticks 软件可以把 GPU ray tracing 使用的复杂 CSG 几何(Constructive Solid Geometry)自动转换成 Geant4 模拟使用的几何,并且保证两种模拟使用完全一致的几何描述。 ...Read More
Abstract:
Optick 是基于 NVIDIA OptiX 和 Geant4 toolkit 开发的开源模拟软件。计算机工作站 GPU 上的测试表明: Opticks 拥有强大的并行计算能力,可以将 CPU 上的 Geant4 光子模拟速度提高 1000 倍以上。拥有 Turing 架构的 NVIDIA RTX 处理器可以针对 ray tracing 进行硬件级别的加速,使得模拟速度进一步提高 6 倍以上。Geant4 模拟包括光子散射、吸收、和重发射等物理过程,这些作用过程在 Opticks 中都利用 CUDA 进行了重新设计和实现。材料的光学属性依赖于光子的波长。这些光学属性基于 GPU texture 实现了快速的插值和抽样方法。此外,Opticks 软件可以把 GPU ray tracing 使用的复杂 CSG 几何(Constructive Solid Geometry)自动转换成 Geant4 模拟使用的几何,并且保证两种模拟使用完全一致的几何描述。  Back
 
Topics:
HPC and Supercomputing
Type:
Talk
Event:
GTC China
Year:
2019
Session ID:
CN9894
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Healthcare and Life Sciences
Presentation
Media
Abstract:
Well discuss the application of ray tracing to volume rendering, a new technique that improves the visualization of CT images and other voxel-based images. The dynamic application of a transfer function can assign material properties to a selection o ...Read More
Abstract:
Well discuss the application of ray tracing to volume rendering, a new technique that improves the visualization of CT images and other voxel-based images. The dynamic application of a transfer function can assign material properties to a selection of the medical image and trace rays through the volume in order to generate images with better depth cues such a soft shadows. Improvements include optional label masks that use the latest OptiX and CUDA technologies to include results from deep learning, tricubic interpolation, and highly-optimized CUDA code. These reduced rendering times make virtual reality possible. In one form, the renderer is encapsulated in a web server so that ray-traced volume renderings can be streamed from an RTX server to an interactive experience in a client browser. In another, its encapsulated into a VR application to volume render medical grade images in VR.  Back
 
Topics:
Healthcare and Life Sciences, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Washington D.C.
Year:
2019
Session ID:
DC91185
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In-Situ & Scientific Visualization
Presentation
Media
Abstract:
Visualization is a key component of many computational science disciplines. In the past, only typical HPC domains like computational fluid dynamics or cosmology had dataset sizes large enough to require sophisticated multi-node visualization tools. B ...Read More
Abstract:
Visualization is a key component of many computational science disciplines. In the past, only typical HPC domains like computational fluid dynamics or cosmology had dataset sizes large enough to require sophisticated multi-node visualization tools. But with increasing detector sizes and large neural networks or higher resolution models, application domains that typically used single node visualization suddenly need performance that goes beyond a single node. In addition, rendering techniques using ray tracing or VR can dramatically increase the visual cues of visualizations, offering novel ways to investigate the data. In this presentation we will look at a range of large data problems and a palette of GPU-Accelerated visualization tools, and see how they can help in a range of use cases.  Back
 
Topics:
In-Situ & Scientific Visualization, Deep Learning & AI Frameworks, Medical Imaging & Radiology
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9681
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Abstract:
We'll discuss recent enhancements to the ParaView open source visualization package using the NVIDIA OptiX SDK and NVIDIA RTX ray tracing technology, which together enable real-time path tracing of large scientific data at scale. We will show users ...Read More
Abstract:
We'll discuss recent enhancements to the ParaView open source visualization package using the NVIDIA OptiX SDK and NVIDIA RTX ray tracing technology, which together enable real-time path tracing of large scientific data at scale. We will show users how to easily set up their own pipelines in ParaView to leverage these technologies, and highlight applications in large-scale and in situ visualization.  Back
 
Topics:
In-Situ & Scientific Visualization, Rendering & Ray Tracing, HPC and Supercomputing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9697
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Abstract:
State-of-the-art experimental imaging and molecular dynamics simulations pose many challenges for effective visualization and analysis due to the growing size, timescale, and complexity of the structures under study. This talk will describe how a va ...Read More
Abstract:
State-of-the-art experimental imaging and molecular dynamics simulations pose many challenges for effective visualization and analysis due to the growing size, timescale, and complexity of the structures under study. This talk will describe how a variety of new and emerging visualization technologies can be used to address these challenges. This talk will describe our approach to adapt VMD, a widely used molecular visualization and analysis tool, to exploit new rasterization APIs such as EGL and Vulkan, and the NVIDIA OptiX ray tracing API for both interactive and in-situ or post-hoc molecular visualization on workstations, clouds, and supercomputers. Commodity head mounted VR displays (HMDs) offer a tremendous opportunity to make immersive molecular visualization techniques broadly available to molecular scientists, but they present many performance challenges for both rasterization- and ray tracing-based visualization. We present results from our ongoing work adapting VMD to support popular VR HMDs.  Back
 
Topics:
In-Situ & Scientific Visualization, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8665
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Abstract:
State-of-the-art molecular simulations pose many challenges for effective visualization and analysis due to their size, timescale, and the growing complexity of the structures under study. Fortunately, a panoply of new and emerging technologies can a ...Read More
Abstract:
State-of-the-art molecular simulations pose many challenges for effective visualization and analysis due to their size, timescale, and the growing complexity of the structures under study. Fortunately, a panoply of new and emerging technologies can address these challenges. We'll describe our experiences and progress adapting VMD, a widely used molecular visualization and analysis tool, to exploit new rasterization APIs such as EGL and Vulkan, and the NVIDIA OptiX ray tracing API for interactive, in-situ, and post-hoc molecular visualization on workstations, clouds, and supercomputers, highlighting the latest results on IBM POWER hardware. Commodity VR headsets offer a tremendous opportunity to make immersive molecular visualization broadly available to molecular scientists, but they present many performance challenges for both rasterization- and ray tracing-based visualization. We'll present results from our ongoing work adapting VMD to support popular VR HMDs.  Back
 
Topics:
In-Situ & Scientific Visualization, Virtual Reality & Augmented Reality, HPC and Supercomputing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7391
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Product & Building Design
Presentation
Media
Abstract:
We'll discuss how advancements in GPU technology, real-time ray tracing, and virtual reality technologies furthered the building design process of a global design firm. Our talk will trace the steps we took to move beyond earlier approaches ...Read More
Abstract:

We'll discuss how advancements in GPU technology, real-time ray tracing, and virtual reality technologies furthered the building design process of a global design firm. Our talk will trace the steps we took to move beyond earlier approaches to using digital technology in building design by adopting, planning, and implementing new technologies. We'll cover our firm's infrastructure and cloud technology, and conclude with a full reveal of how we deploy and embrace advanced technologies to enhance designs, enrich internal and client communication, and ultimately deliver buildings that further improve our communities.

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Topics:
Product & Building Design, Virtual Reality & Augmented Reality, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9696
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Abstract:
PBR materials have widely been adopted in real-time rendering engines because of their user-friendliness and high quality. But adoption has been weaker for ray tracing engines because PBR materials do not model effects indispensable for high-quality ...Read More
Abstract:
PBR materials have widely been adopted in real-time rendering engines because of their user-friendliness and high quality. But adoption has been weaker for ray tracing engines because PBR materials do not model effects indispensable for high-quality rendering. Businesses need consistent rendering between real-time and ray tracing engines, especially with the rise of ray tracing in real-time engines via NVIDIA RTX. We'll discuss an extended PBR material that expands the industry-standard PBR GGX. Our talk will cover details of the new material and demonstrate results from Dassault Systemes' OpenGL, WebGL and CUDA-based ray tracing engines. We'll also highlight its use in Allegorithmic Substance designer, XRite AxF, NVIDIA MDL distiller, and Dassault Systemes' software such as 3DEXPERIENCE Platform, SOLIDWORKS Visualize, and 3DEXCITE DELTAGEN.  Back
 
Topics:
Product & Building Design, Rendering & Ray Tracing, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9949
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Abstract:
Physics-based rendering has become a standard in the field of rendering or visualization. Anyway, PBR is not enough for a tool to be predictive, the industrial markets (automotive, aerospace, architecture) are very demanding and having them accept a ...Read More
Abstract:
Physics-based rendering has become a standard in the field of rendering or visualization. Anyway, PBR is not enough for a tool to be predictive, the industrial markets (automotive, aerospace, architecture) are very demanding and having them accept a software as a decision-making tool requires a lot of effort and validation. At Optis, we've strongly focused on optics and photometry simulation for nearly 30 years. Working on real-time GPU-based applications for 10 years, we're now releasing the first GPU-accelerated predictive renderer that mixes rasterization, deterministic ray tracing, and Monte Carlo ray tracing to provide highly realistic spectral propagation of light. In addition with our special-varying Brdf model that can be captured with the device we develop (optical material scanner), the photometry results computed by the simulation are trustable enough to take costly decisions in industrial use cases such as color and trim, reflection analysis, lighting design, or high-end VR configurators.  Back
 
Topics:
Product & Building Design, Virtual Reality & Augmented Reality, Rendering & Ray Tracing, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8804
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Professional Visualisation
Presentation
Media
Abstract:
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 ...Read More
Abstract:

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.  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

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Topics:
Professional Visualisation, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Europe
Year:
2018
Session ID:
E8371
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Abstract:
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 ra ...Read More
Abstract:

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.

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Topics:
Professional Visualisation
Type:
Talk
Event:
GTC Europe
Year:
2018
Session ID:
E8531
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Abstract:
作为全球首款使用 Vulkan Ray tracing 实现实时光线追踪技术的游戏,《剑网三》全面集成了 NVIDIA RTX 技术,并实现了物理真实的反射效果、大范围焦散效果,以及次序完全正确的半透明混合效果,极大地提升了游戏画质。本讲座将介绍以下内容 :Vulkan Ray Tracing 的使用介绍、与 DirectX Ray tracing 的差别、 如何将 Vulkan Raytracing 集成至《剑网三》引擎中以及一些实用的建议。最后我们会为大家详细讲解游戏中已有的光线追踪特效实现方案,以及性能调优过程 ...Read More
Abstract:
作为全球首款使用 Vulkan Ray tracing 实现实时光线追踪技术的游戏,《剑网三》全面集成了 NVIDIA RTX 技术,并实现了物理真实的反射效果、大范围焦散效果,以及次序完全正确的半透明混合效果,极大地提升了游戏画质。本讲座将介绍以下内容 :Vulkan Ray Tracing 的使用介绍、与 DirectX Ray tracing 的差别、 如何将 Vulkan Raytracing 集成至《剑网三》引擎中以及一些实用的建议。最后我们会为大家详细讲解游戏中已有的光线追踪特效实现方案,以及性能调优过程  Back
 
Topics:
Professional Visualisation
Type:
Talk
Event:
GTC China
Year:
2019
Session ID:
CN9421
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Real-Time Graphics
Presentation
Media
Abstract:
Learn about new features available in Vulkan, including the Turing architecture launched in the past year. We'll cover the added functionality in the API and other new developments. Rather than cover ray tracing, this session will focus on topics su ...Read More
Abstract:
Learn about new features available in Vulkan, including the Turing architecture launched in the past year. We'll cover the added functionality in the API and other new developments. Rather than cover ray tracing, this session will focus on topics such as mesh shading, interop between APIs, new instructions in GLSL, and SPIR-V.  Back
 
Topics:
Real-Time Graphics, Tools & Libraries
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9909
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Abstract:
The NVIDIA MDL SDK provides a rich toolset to integrate MDL in a wide range of renderers, from physically based ray tracing to real-time applications. In this tutorial-like session, we''ll show how MDL materials and texturing functions can be compile ...Read More
Abstract:
The NVIDIA MDL SDK provides a rich toolset to integrate MDL in a wide range of renderers, from physically based ray tracing to real-time applications. In this tutorial-like session, we''ll show how MDL materials and texturing functions can be compiled for OptiX/CUDA, x86, and OpenGL target platforms. We''ll present how the MDL Distiller can be used to simplify MDL materials for use with real-time rendering solutions. Developers will learn about the available APIs and example code.  Back
 
Topics:
Real-Time Graphics, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8227
Streaming:
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Abstract:
NVIDIA's RTX enables developers to harness the real-time ray tracing capabilities of the Volta GPU architecture. RTX opens the door to real-time, cinematic-quality rendering for content creators and software developers. In this talk, we will presen ...Read More
Abstract:
NVIDIA's RTX enables developers to harness the real-time ray tracing capabilities of the Volta GPU architecture. RTX opens the door to real-time, cinematic-quality rendering for content creators and software developers. In this talk, we will present our ongoing work to allow Vulkan users to make use of NVIDIA's RTX technology. We will cover how RTX evolved, present real-time use cases enabled by the combination of RTX and the Volta architecture, and do a deep dive on the details of our proposed API.  Back
 
Topics:
Real-Time Graphics, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8521
Streaming:
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Abstract:
Join OTOY Co-Founder and CEO Jules Urbach as he discusses the latest trends in light field display and delivery ecosystems. This includes recent work within MPEG to establish global standards for holographic media and light field rendering that conne ...Read More
Abstract:
Join OTOY Co-Founder and CEO Jules Urbach as he discusses the latest trends in light field display and delivery ecosystems. This includes recent work within MPEG to establish global standards for holographic media and light field rendering that connect to OTOY's ongoing Unity and Facebook 6DOF integrations. Jules will also present a dive deep into OTOY's RNDR network, discussing the goals and challenges of deploying a fully decentralized GPU ray tracing and streaming platform on top of the Ethereum blockchain. The talk will cover lessons learned from industry partners and stakeholders, and how future phases of RNDR will unlock modular IP rights management of holographic media and AR services through the blockchain.  Back
 
Topics:
Real-Time Graphics, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8950
Streaming:
Share:
Rendering & Ray Tracing
Presentation
Media
Abstract:
The new book 'Ray Tracing Gems' (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. The first editor will give a rapid-fire run-through of its contents.
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG937
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Abstract:
Learn how to use the experimental ray tracing features introduced in the 19.3 Unity beta! This talk begins with an overview of DXR, in context of how to use Unity's new API to implement GPU ray tracing. The second half describes the ray trac ...Read More
Abstract:

Learn how to use the experimental ray tracing features introduced in the 19.3 Unity beta! This talk begins with an overview of DXR, in context of how to use Unity's new API to implement GPU ray tracing. The second half describes the ray tracing features offered by the High-Definition Render Pipeline and how they were implemented. If you're curious about ray tracing works in Unity, but don't want to get bogged down in algorithms, this is the talk for you!

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG940
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Abstract:
For the first time, developers can have complete control over geometry processing. With programmable mesh shaders, NVIDIA reinvents the GPU rasterization pipeline. As a practical application showcase, we will use the advanced culling and level-o ...Read More
Abstract:

For the first time, developers can have complete control over geometry processing. With programmable mesh shaders, NVIDIA reinvents the GPU rasterization pipeline. As a practical application showcase, we will use the advanced culling and level-of-detail techniques that were used in the making of the Asteroids demo. We will also present the latest results of our research in the application of mesh shaders to dynamic tessellation algorithms.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG944
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Abstract:
Verizon will talk about how they created a real time rendering pipeline and raytracer on the Edge Cloud using 5G, Unreal Engine and Nvidia RTX. These developments are now enabling high end RTX experiences on mobile phones and limited compute dev ...Read More
Abstract:

Verizon will talk about how they created a real time rendering pipeline and raytracer on the Edge Cloud using 5G, Unreal Engine and Nvidia RTX. These developments are now enabling high end RTX experiences on mobile phones and limited compute devices.  The team will show the rendering pipeline, edge management system and Unreal Engine plugin that brings next generation experiences to customers.  

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG946
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Abstract:
We'll share our vision for the future of GPU rendering and discuss how it will affect gaming, VFX, media, and design in the 2020s and beyond. We'll provide a deep dive into how AI and RTX ray tracing hardware are driving the roadmap for ...Read More
Abstract:

We'll share our vision for the future of GPU rendering and discuss how it will affect gaming, VFX, media, and design in the 2020s and beyond. We'll provide a deep dive into how AI and RTX ray tracing hardware are driving the roadmap for OctaneRender and detail its evolving real-time integrations into Unity and Unreal Engine. Learn about OTOY's ongoing work with Light Field Lab and how the partnership will deliver groundbreaking commercial holographic displays and a media ecosystem in the 2020s. We'll also cover the goals and challenges of deploying a fully decentralized GPU ray tracing, compute, and streaming platform through OTOY's RNDR blockchain network.  

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG947
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Abstract:
This year at Siggraph, Dassault Systèmes is presenting how 3DEXPERIENCE CATIA takes benefit of NVIDIA RTX technology for design review on NVIDIA booth with an actual Renault Dacia production car 3D model. Xavier will present the details o ...Read More
Abstract:

This year at Siggraph, Dassault Systèmes is presenting how 3DEXPERIENCE CATIA takes benefit of NVIDIA RTX technology for design review on NVIDIA booth with an actual Renault Dacia production car 3D model. Xavier will present the details of the fully working CATIA proof of concept using both Quadro workstation and RTX Server, allowing accurate design decision making with physically correct geometry, material and rendering accelerated by NVIDIA RTX technology.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG951
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Abstract:
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 t ...Read More
Abstract:

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.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG954
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Abstract:
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 ...Read More
Abstract:

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.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG956
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Abstract:
Starting with Unreal Engine 4.22, ray tracing is available to everyone. This talk will cover Epic's early implementation, which includes features such as ray-traced reflections, soft shadows, ambient occlusion, translucency, sky lights, imag ...Read More
Abstract:

Starting with Unreal Engine 4.22, ray tracing is available to everyone. This talk will cover Epic's early implementation, which includes features such as ray-traced reflections, soft shadows, ambient occlusion, translucency, sky lights, image-based lighting, and global illumination. Attendees will learn how to use ray tracing to achieve more subtle and accurate effects in their projects

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG958
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Abstract:
Learn about the latest features of Redshift, an NVIDIA GPU-Accelerated renderer that is redefining the industry's perception of GPU final-frame rendering. This talk is aimed at industry professionals and software developers who want to learn ...Read More
Abstract:

Learn about the latest features of Redshift, an NVIDIA GPU-Accelerated renderer that is redefining the industry's perception of GPU final-frame rendering. This talk is aimed at industry professionals and software developers who want to learn more about GPU-Accelerated production-quality rendering.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG962
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Abstract:
The most fully featured GPU renderer, V-Ray GPU, will show its latest results in supporting RT Cores within RTX GPUs, as well as its upcoming support for out of-core for both textures and geometry. The latest and production features in V-Ray Nex ...Read More
Abstract:

The most fully featured GPU renderer, V-Ray GPU, will show its latest results in supporting RT Cores within RTX GPUs, as well as its upcoming support for out of-core for both textures and geometry. The latest and production features in V-Ray Next for Maya and its upcoming progress in V-Ray GPU will also be discussed.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG965
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Abstract:
The latest advances in Project Lavina the first renderer designed specifically for RTX hardware will be demonstrated and its use of DXR will be explained. This cutting edge research shows how full scenes from any V-Ray enabled tool can be viewed ...Read More
Abstract:

The latest advances in Project Lavina the first renderer designed specifically for RTX hardware will be demonstrated and its use of DXR will be explained. This cutting edge research shows how full scenes from any V-Ray enabled tool can be viewed and combined with no additional authoring in a fully ray traced, real-time environment that is free of any compromises from rasterization.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG966
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Abstract:
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 technolo ...Read More
Abstract:

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.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG968
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Abstract:
PocketStudio is a next generation collaborative edition tool to create 3D animated feature film. This talk will present how this tool revealed at Siggraph 2018 and now in beta, heavily relies on NVIDIA RTX technology to bring real-time GPU ray t ...Read More
Abstract:

PocketStudio is a next generation collaborative edition tool to create 3D animated feature film. This talk will present how this tool revealed at Siggraph 2018 and now in beta, heavily relies on NVIDIA RTX technology to bring real-time GPU ray tracing in an easy-to-use interface for professionals, detailing how existing studios in deployment leverages it in their workflow. Entirely built from the ground up for film artists, it would not serve its purpose of lightspeed professional grade rendering without hardware ray tracing made available in NVIDIA Turing boards.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG972
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Abstract:
The quality gap between real time and offline rendering is narrowing thanks to RTX technology. Modern workflows can allow both VR design review sessions and final marketing renders to come from the same source files without an extra team of arti ...Read More
Abstract:

The quality gap between real time and offline rendering is narrowing thanks to RTX technology. Modern workflows can allow both VR design review sessions and final marketing renders to come from the same source files without an extra team of artists and redundant software licenses. In this Unreal Engine project breakdown with Theia Interactive, you'll get advanced tips and tricks for planning and executing this efficient new method of delivering the highest quality work for every customer need.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG973
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Abstract:
Rendering a show using GPUs isn't science fiction. Join Graham Peddie to find out how Rocket Science VFX uses NVIDIA GPU technology and AWS to punch above their weight and produce some of the biggest VFX shots on television. From expanding T ...Read More
Abstract:

Rendering a show using GPUs isn't science fiction. Join Graham Peddie to find out how Rocket Science VFX uses NVIDIA GPU technology and AWS to punch above their weight and produce some of the biggest VFX shots on television. From expanding The Expanse, to riding dirty Into The Badlands, Rocket Science is finding new ways to create VFX for episodic programming.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG974
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Abstract:
The Surfacing Artist has always been confronted with adapting texture to their 3D content. While Painter has revolutionized 3D painting, getting all the different textures prepared and "baked" for their asset is still a necessary step ...Read More
Abstract:

The Surfacing Artist has always been confronted with adapting texture to their 3D content. While Painter has revolutionized 3D painting, getting all the different textures prepared and "baked" for their asset is still a necessary step before and after getting to the actual painting phase. With RTX and hardware accelerated ray tracing now integrated in Painter, times for baking are dramatically reduced, allowing to quickly iterate between modeling and painting phases, much more design iterations and leaving room for actual artistic creativity instead of waiting for long compute times. Nikie will share her first experience with RTX baking in Substance Painter on actual assets and how it impacts her creative workflow.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG943
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Abstract:
Deep learning continues to gather momentum as a critical tool in content creation for both real-time and offline applications. Join NVIDIA's research team to learn about some of the latest applications of deep learning to the creation of rea ...Read More
Abstract:

Deep learning continues to gather momentum as a critical tool in content creation for both real-time and offline applications. Join NVIDIA's research team to learn about some of the latest applications of deep learning to the creation of realistic environments and lifelike character behavior. Speakers will discuss deep learning technology and their applications to pipelines for film, games, and simulation.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG901
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Abstract:
We propose an alternative generator architecture for generative adversarial networks, borrowing from stDeep learning continues to gather momentum as a critical tool in content creation for both real-time and offline applications. Join NVIDIA' ...Read More
Abstract:

We propose an alternative generator architecture for generative adversarial networks, borrowing from stDeep learning continues to gather momentum as a critical tool in content creation for both real-time and offline applications. Join NVIDIA's research team to learn about some of the latest applications of deep learning to the creation of realistic environments and lifelike character behavior. Speakers will discuss deep learning technology and their applications to pipelines for film, games, and simulation.yle transfer literature. The new architecture leads to an automatically learned, unsupervised separation of high-level attributes (e.g., pose and identity when trained on human faces) and stochastic variation in the generated images (e.g., freckles, hair), and it enables intuitive, scale-specific control of the synthesis. The new generator improves the state-of-the-art in terms of traditional distribution quality metrics, leads to demonstrably better interpolation properties, and also better disentangles the latent factors of variation. To quantify interpolation quality and disentanglement, we propose two new, automated methods that are applicable to any generator architecture. Finally, we introduce a new, highly varied and high-quality dataset of human faces.  

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG902
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Abstract:
In this talk I will present the adjoint method –- a general technique of computing gradients of a function or a simulation. This method has applications in many fields such as optimization and machine learning. One example is the popular b ...Read More
Abstract:

In this talk I will present the adjoint method –- a general technique of computing gradients of a function or a simulation. This method has applications in many fields such as optimization and machine learning. One example is the popular backpropagation procedure in deep learning. Both the theory behind the technique and the practical implementation details will be provided. An adjointed version of the presenter’s well known 100 lines of C-code fluid solver will be presented. Some examples of controlling rigid body simulations will also be shown. Novel applications of the continuous adjoint method in deep learning will also be mentioned in this talk.     

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG903
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Abstract:
You may already use NVIDIA's cuDNN library to accelerate your deep neural network inference, but are you getting the most out of it to truly unleash the tremendous performance of NVIDIA's newest GPU architectures, Volta and Turing?  ...Read More
Abstract:

You may already use NVIDIA's cuDNN library to accelerate your deep neural network inference, but are you getting the most out of it to truly unleash the tremendous performance of NVIDIA's newest GPU architectures, Volta and Turing?    We'll discuss how to avoid the most common pitfalls in porting your CPU-based inference to the GPU and demonstrate best practices in a step-by-step optimization of an example network, including how to perform graph surgery to minimize computation and maximize memory throughput.    Learn how to deploy your deep neural network inference in both the fastest and most memory-efficient way, using cuDNN and Tensor Cores, NVIDIA's revolutionary technology that delivers groundbreaking performance in FP16, INT8 and INT4 inference on Volta and Turing.   We will also examine methods for optimization within a streamlined workflow when going directly from traditional frameworks such as TensorFlow to WinML via ONNX.    

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG904
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Abstract:
We will dive into the inception of using deep learning for synthesizing animation for human motion at Nvidia.  What we have learned, the pros and cons of different techniques, and where we see this technology might be heading towards into t ...Read More
Abstract:

We will dive into the inception of using deep learning for synthesizing animation for human motion at Nvidia.  What we have learned, the pros and cons of different techniques, and where we see this technology might be heading towards into the future.    

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG905
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Abstract:
We'll discuss the basics of NVIDIA's material definition language, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically based d ...Read More
Abstract:

We'll discuss the basics of NVIDIA's material definition language, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically based definitions can be defined, while developers will learn what's entailed in supporting MDL within their own products or renderers.  

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG907
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Abstract:
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 evolv ...Read More
Abstract:

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.    

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG910
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Abstract:
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 evolv ...Read More
Abstract:

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.    

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG911
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Abstract:
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 evolv ...Read More
Abstract:

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.    

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG912
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Abstract:
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 evolv ...Read More
Abstract:

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.    

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG913
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Abstract:
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 evolv ...Read More
Abstract:

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.    

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG914
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Abstract:
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 evolv ...Read More
Abstract:

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.    

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG915
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Abstract:
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 evolv ...Read More
Abstract:

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.    

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG916
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Abstract:
'The Ring Experience' is a breathtaking and unprecedented virtual tour of an iconic Halo Ring installation created for the new immersive touring fan experience Halo: Outpost Discovery. Falcon's Creative Group helmed the creation of t ...Read More
Abstract:

'The Ring Experience' is a breathtaking and unprecedented virtual tour of an iconic Halo Ring installation created for the new immersive touring fan experience Halo: Outpost Discovery. Falcon's Creative Group helmed the creation of this vibrant visual excursion (realized through one continuous shot), overcoming great technical challenges to create a variety of environments, characters, and vehicles, some of which had never been seen before in the Halo franchise. Join Falcon's Director of Technology Saham Ali as he uncovers the ambition, challenges, and successful execution behind this incredible fan experience.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG960
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Abstract:
For over 23 years Neoscape has been crafting experiences of built environments for clients around the world. Join us to see how we are using real time raytracing from the lens of Neoscape’s production experience and the impact on the inter ...Read More
Abstract:

For over 23 years Neoscape has been crafting experiences of built environments for clients around the world. Join us to see how we are using real time raytracing from the lens of Neoscape’s production experience and the impact on the internal design and decision making process, as well as our clients. With the aid of NVIDIA Quadro RTX technology and Lenovo workstations we will deep dive into the process and challenges of Exterior HDRI lighting, large and small office interiors with numerous polygons, and complex shaders created in 3DSmax-Vray imported through UE4 Datasmith. All of this in one of Manhattans newest skyscrapers.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG906
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Abstract:
The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.Read More
Abstract:

The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG930
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Abstract:
The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.Read More
Abstract:

The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG931
Download:
Share:
 
Abstract:
The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.Read More
Abstract:

The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG932
Download:
Share:
 
Abstract:
The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.Read More
Abstract:

The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG933
Download:
Share:
 
Abstract:
The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.Read More
Abstract:

The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG934
Download:
Share:
 
Abstract:
The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.Read More
Abstract:

The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG935
Download:
Share:
 
Abstract:
The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.Read More
Abstract:

The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG936
Download:
Share:
 
Abstract:
The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.Read More
Abstract:

The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG937
Download:
Share:
 
Abstract:
The Developer Technology team at NVIDIA will share their experience from integrating, debugging, and profiling ray tracing while working with commercial engines and their content pipelines. This session is a good fit for anyone interested in our ...Read More
Abstract:

The Developer Technology team at NVIDIA will share their experience from integrating, debugging, and profiling ray tracing while working with commercial engines and their content pipelines. This session is a good fit for anyone interested in our latest learnings (and how we got to diagnose them) from working on various demos, games, and publicly available engines like Unreal Engine 4 and Unity.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG928
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Abstract:
We present one technique to combine real time ray tracing with newly available 240 Hz refresh rate monitors so that the computer can collaborate with the human visual system to integrate high quality images and video in the brain. We use a combi ...Read More
Abstract:

We present one technique to combine real time ray tracing with newly available 240 Hz refresh rate monitors so that the computer can collaborate with the human visual system to integrate high quality images and video in the brain. We use a combination of frameless and interleaved rendering concepts together with ideas from temporal antialising algorithms to trade spatial resolution for higher refresh rate and reduced spatiotemporal aliasing.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG927
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Share:
 
Abstract:
Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality. Using a hash map, we greatly improve the pe ...Read More
Abstract:

Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality. Using a hash map, we greatly improve the performance of path space filtering, yielding a dramatically better visual quality at interactive frame rates.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG926
Download:
Share:
 
Abstract:
Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality. Using a hash map, we greatly improve the pe ...Read More
Abstract:

Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality. Using a hash map, we greatly improve the performance of path space filtering, yielding a dramatically better visual quality at interactive frame rates.

  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG925
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Share:
 
Abstract:
We describe a fast, scalable technique for ray tracing photorealistic global illumination. It upgrades standard static light probes to both fix light leaks and accelerate them for dynamic run-time ray tracing on any recent GPU. This streamline ...Read More
Abstract:
We describe a fast, scalable technique for ray tracing photorealistic global illumination. It upgrades standard static light probes to both fix light leaks and accelerate them for dynamic run-time ray tracing on any recent GPU. This streamlines art workflow, increases visual fidelity, and lifts lighting restrictions on gameplay.
We describe this probe technique along with new implementation details that give a 2x performance increase and heightened image quality over previous versions. We also show how to accelerate ray traced reflections and full GPU path tracing using the same probe data structure, and discuss the road map for this technology.
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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG922
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Abstract:
N/A
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG919
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Share:
 
Abstract:
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 ...Read More
Abstract:

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.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG920
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Share:
 
Abstract:
The NVIDIA MDL SDK provides a rich toolset to integrate MDL in a wide range of renderers, from physically based ray tracing to real-time applications. In this tutorial-like session, we'll show how MDL materials and texturing functions can be compile ...Read More
Abstract:
The NVIDIA MDL SDK provides a rich toolset to integrate MDL in a wide range of renderers, from physically based ray tracing to real-time applications. In this tutorial-like session, we'll show how MDL materials and texturing functions can be compiled for OptiX/CUDA, x86, and OpenGL target platforms. We'll also discuss how the MDL Distiller can be used to simplify MDL materials for use with real-time rendering solutions. Developers will learn about the available APIs and example code.  Back
 
Topics:
Rendering & Ray Tracing, Tools & Libraries, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9177
Streaming:
Download:
Share:
 
Abstract:
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 ...Read More
Abstract:

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.

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Topics:
Rendering & Ray Tracing, Animation & VFX, Graphics and AI, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9197
Streaming:
Download:
Share:
 
Abstract:
We'll share our vision for the future of GPU rendering and discuss how it will affect gaming, VFX, media, and design in the 2020s and beyond. We'll provide a deep dive into how AI and RTX ray tracing hardware are driving the roadmap for OctaneRende ...Read More
Abstract:
We'll share our vision for the future of GPU rendering and discuss how it will affect gaming, VFX, media, and design in the 2020s and beyond. We'll provide a deep dive into how AI and RTX ray tracing hardware are driving the roadmap for OctaneRender and detail its evolving real-time integrations into Unity and Unreal Engine. Learn about OTOY's ongoing work with Light Field Lab and how the partnership will deliver groundbreaking commercial holographic displays and a media ecosystem in the 2020s. We'll also cover the goals and challenges of deploying a fully decentralized GPU ray tracing, compute, and streaming platform through OTOY's RNDR blockchain network.  Back
 
Topics:
Rendering & Ray Tracing, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9298
Streaming:
Share:
 
Abstract:
We'll discuss the basics of NVIDIA's material definition language, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically based definitions ...Read More
Abstract:
We'll discuss the basics of NVIDIA's material definition language, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically based definitions can be defined, while developers will learn what's entailed in supporting MDL within their own products or renderers.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9346
Streaming:
Download:
Share:
 
Abstract:
What if you could scale your GPU rendering pipeline to near-limitless capacity? What would that mean for your studio? Learn how studios are using Amazon Elastic Compute Cloud (EC2) instances powered by NVIDIA GPU and AWS Thinkbox Deadline to help sca ...Read More
Abstract:
What if you could scale your GPU rendering pipeline to near-limitless capacity? What would that mean for your studio? Learn how studios are using Amazon Elastic Compute Cloud (EC2) instances powered by NVIDIA GPU and AWS Thinkbox Deadline to help scale their VFX and CG rendering pipelines, creating faster feedback cycles that result in artists spending more of their time focusing on creating content. Our talk focuses on rendering workloads combining Deadline (an AWS rendering pipeline management tool) and EC2 Spot for scalable cost-effective computing. Find out how studios are integrating their pipelines with AWS to realize the elasticity and scale provided by Amazon EC2, as well as how they intend to leverage AWS in the future to scale their superpowers.  Back
 
Topics:
Rendering & Ray Tracing, Animation & VFX
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9439
Streaming:
Download:
Share:
 
Abstract:
This talk will present techniques and performance results for high-fidelity rendering of state-of-the-art biomolecular and cellular simulations using NVIDIA RTX ray tracing hardware with OptiX and Vulkan APIs. We'll introduce the latest technical ad ...Read More
Abstract:
This talk will present techniques and performance results for high-fidelity rendering of state-of-the-art biomolecular and cellular simulations using NVIDIA RTX ray tracing hardware with OptiX and Vulkan APIs. We'll introduce the latest technical advances in the OptiX ray tracing engines in VMD, which are used for interactive ray tracing and in-situ and post-hoc visualization of petascale molecular dynamics simulations. We'll describe how to quickly and easily adapted the mature OptiX ray tracing engine in VMD to support RTX hardware acceleration using key language features of CUDA and C++ while maintaining full performance. We'll also share RTX ray tracing performance results for a range of visualization scenarios, including omnidirectional panoramic rendering for VR. In addition, we'll discuss ongoing work on interactive ray tracing of molecular dynamics trajectories (time series data) and easy deployment using NGC containers and Amazon EC2 AMIs.  Back
 
Topics:
Rendering & Ray Tracing, In-Situ & Scientific Visualization
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9589
Streaming:
Download:
Share:
 
Abstract:
Learn about the latest features of Redshift, an NVIDIA GPU-Accelerated renderer that is redefining the industry's perception of GPU final-frame rendering. This talk is aimed at industry professionals and software developers who want to learn more ab ...Read More
Abstract:
Learn about the latest features of Redshift, an NVIDIA GPU-Accelerated renderer that is redefining the industry's perception of GPU final-frame rendering. This talk is aimed at industry professionals and software developers who want to learn more about GPU-Accelerated production-quality rendering.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9766
Streaming:
Download:
Share:
 
Abstract:
We'll discuss photo-realistic rendering in modern movie production and present the path that led us to leverage GPUs and CPUs in a new scalable rendering architecture. Learn about RenderMan XPU, Pixar's next-gen physically based production path tra ...Read More
Abstract:
We'll discuss photo-realistic rendering in modern movie production and present the path that led us to leverage GPUs and CPUs in a new scalable rendering architecture. Learn about RenderMan XPU, Pixar's next-gen physically based production path tracer, and how we solve the problem of heterogeneous compute using a shared code base. We'll also discuss our partnership with NVIDIA to create the technology to enable art and creativity in future feature animation and live-action visual effects blockbusters.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9767
Streaming:
Share:
 
Abstract:
We'll discuss the newest features in the OptiX SDK, a software development kit for achieving high-performance ray tracing on GPUs in areas ranging from film rendering to acoustic modeling to scientific visualization. We'll examine Version 6.0, whic ...Read More
Abstract:
We'll discuss the newest features in the OptiX SDK, a software development kit for achieving high-performance ray tracing on GPUs in areas ranging from film rendering to acoustic modeling to scientific visualization. We'll examine Version 6.0, which fully implements RTX acceleration and significantly improves compile times and support for NVIDIA's Turing RTX GPUs, including RT Cores. We'll also do a deep dive into some of the new features, providing code samples and integration tips.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9768
Streaming:
Download:
Share:
 
Abstract:
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 ph ...Read More
Abstract:
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.  Back
 
Topics:
Rendering & Ray Tracing, Animation & VFX
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9778
Streaming:
Share:
 
Abstract:
We'll describe the latest advancements in our production renderer, V-Ray GPU, and discuss our real-time ray tracing engine, Project Lavina.
 
Topics:
Rendering & Ray Tracing, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9821
Streaming:
Download:
Share:
 
Abstract:
We'll present our API extensions for real-time ray tracing in the Vulkan API.
 
Topics:
Rendering & Ray Tracing, Gaming and AI, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9833
Streaming:
Download:
Share:
 
Abstract:
Ray tracing is a 50-year-old algorithm that is suddenly new again. While the film industry has embraced this rendering technique, until last year the idea of using it in an interactive setting was limited to high-end systems. With the introduction of ...Read More
Abstract:
Ray tracing is a 50-year-old algorithm that is suddenly new again. While the film industry has embraced this rendering technique, until last year the idea of using it in an interactive setting was limited to high-end systems. With the introduction of Microsoft's DirectX for ray tracing and NVIDIA's RTX GPUs, ray tracing is now viable and affordable for workstations and consumer systems. To help developers, NVIDIA collected 32 technical R&D articles into the new book, Ray Tracing Gems. As the book's editors, we'll quickly explain each article to help you achieve your rendering goals. When it is available, the book will be a free e-book as well as a hardback.  Back
 
Topics:
Rendering & Ray Tracing, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9872
Streaming:
Download:
Share:
 
Abstract:
We'll discuss the Adobe Dimension renderer running on NVIDIA's new RTX hardware, a version of which we previewed last year at SIGGRAPH. We'll cover why we're making this investment and what opportunities we see for the design community as machine ...Read More
Abstract:
We'll discuss the Adobe Dimension renderer running on NVIDIA's new RTX hardware, a version of which we previewed last year at SIGGRAPH. We'll cover why we're making this investment and what opportunities we see for the design community as machine learning and real-time ray tracing make it into the design tools they use every day.  Back
 
Topics:
Rendering & Ray Tracing, AI & Deep Learning Business Track (High Level)
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9873
Streaming:
Download:
Share:
 
Abstract:
We'll discuss how to use MDL and the MDL SDK in a real-time ray tracing renderer. Our talk is based on experience with our own renderer at NVIDIA.
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9908
Streaming:
Download:
Share:
 
Abstract:
We'll discuss the basics of NVIDIA's Material Definition Language, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically based definitions ...Read More
Abstract:
We'll discuss the basics of NVIDIA's Material Definition Language, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically based definitions can be defined, while developers will learn what's entailed in supporting MDL within their own products or renderers.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1810
Streaming:
Share:
 
Abstract:
NVIDIAs RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, well explore our API for exposing RTX through Vulkan. We will discuss how ray tracing fits in with a low-level rasterization API and cover some details ...Read More
Abstract:
NVIDIAs RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, well explore our API for exposing RTX through Vulkan. We will discuss how ray tracing fits in with a low-level rasterization API and cover some details on our Vulkan raytracing extension.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1808
Streaming:
Share:
 
Abstract:
Gone are the days waiting hours for 4k content to render and building expensive physical mockups, all to make important design decisions. SOLIDWORKS Visualize now includes NVIDIAs AI Denoiser to decipher and magically eliminate noise from your scene ...Read More
Abstract:
Gone are the days waiting hours for 4k content to render and building expensive physical mockups, all to make important design decisions. SOLIDWORKS Visualize now includes NVIDIAs AI Denoiser to decipher and magically eliminate noise from your scene, instantly boosting render speeds by 10x! SOLIDWORKS Visualize is also the authoring tool for designers to get rich 3D models from 3D design packages into NVIDIAs Holodeck enabling truly collaborative, photo-quality Virtual Reality design review experiences. Understand the workflow and take away new levels of value by combining best quality content in a fraction of the time with the easiest design workflow for rich, immersive and collaborative review.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1825
Streaming:
Share:
 
Abstract:
NVIDIAs RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, well explore our API for exposing RTX through Vulkan. We will discuss how ray tracing fits in with a low-level rasterization API and cover some details ...Read More
Abstract:
NVIDIAs RTX leverages 10+ years of research into accelerated ray tracing on GPUs. In this talk, well explore our API for exposing RTX through Vulkan. We will discuss how ray tracing fits in with a low-level rasterization API and cover some details on our Vulkan raytracing extension.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1826
Streaming:
Share:
 
Abstract:
We will explore recent developments in GPU-accelerated, high-quality, interactive ray tracing to support the visual quality and scene complexity required for visual effects, animation, and design. Presentations will be by NVIDIA and by film rendering ...Read More
Abstract:
We will explore recent developments in GPU-accelerated, high-quality, interactive ray tracing to support the visual quality and scene complexity required for visual effects, animation, and design. Presentations will be by NVIDIA and by film rendering leaders from Autodesk, Isotropix, Pixar, and Weta Digital.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1812A
Streaming:
Share:
 
Abstract:
We explore techniques for GPU-accelerated interactive ray tracing with the high visual quality and scene complexity required for visual effects, animation, and design. Presentations by NVIDIA and by film rendering leaders from Autodesk, Isotropix, Pi ...Read More
Abstract:
We explore techniques for GPU-accelerated interactive ray tracing with the high visual quality and scene complexity required for visual effects, animation, and design. Presentations by NVIDIA and by film rendering leaders from Autodesk, Isotropix, Pixar, and Weta Digital  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1812B
Streaming:
Share:
 
Abstract:
We will present how we added GPU acceleration to Arnold, and our goal to maintain a single feature compatible renderer capable of running on both architectures. We will describe how we leveraged Optix, and its JIT compiler to share the codebase betwe ...Read More
Abstract:
We will present how we added GPU acceleration to Arnold, and our goal to maintain a single feature compatible renderer capable of running on both architectures. We will describe how we leveraged Optix, and its JIT compiler to share the codebase between the two architectures and how production rendering features can be mapped to the Optix programming model. We will also discuss how well brute-force physically-based rendering techniques perform on the GPU, and showcase recent results.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1812D
Streaming:
Share:
 
Abstract:
This talk examines Chaos Group's first experiences using DirectX Raytracing to build a realtime ray tracer. We present possible solutions to such challenges as on-demand geometry loading and out-of-core raytracing, as well as realtime denoising and ...Read More
Abstract:
This talk examines Chaos Group's first experiences using DirectX Raytracing to build a realtime ray tracer. We present possible solutions to such challenges as on-demand geometry loading and out-of-core raytracing, as well as realtime denoising and antialiasing. We examine the performance of DXR and the factors that influence it. Finally, we explore the potential applications of this technology within the current ecosystem of DCCs.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1812G
Streaming:
Share:
 
Abstract:
We will present how we added GPU acceleration to Arnold, and our goal to maintain a single feature compatible renderer capable of running on both architectures. We will describe how we leveraged Optix, and its JIT compiler to share the codebase betwe ...Read More
Abstract:
We will present how we added GPU acceleration to Arnold, and our goal to maintain a single feature compatible renderer capable of running on both architectures. We will describe how we leveraged Optix, and its JIT compiler to share the codebase between the two architectures and how production rendering features can be mapped to the Optix programming model. We will also discuss how well brute-force physically-based rendering techniques perform on the GPU, and showcase recent results.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1836
Streaming:
Share:
 
Abstract:
From interactive to real-time, discover how GPU acceleration boosts ray-tracing performances on Clarisse iFX. Clarisse iFX is the worlds first 3D DCC featuring a fully ray-traced CPU 3D viewport that enabled CG artists to create amazing VFX on over ...Read More
Abstract:
From interactive to real-time, discover how GPU acceleration boosts ray-tracing performances on Clarisse iFX. Clarisse iFX is the worlds first 3D DCC featuring a fully ray-traced CPU 3D viewport that enabled CG artists to create amazing VFX on over 50 Hollywood blockbusters in the last past years. Thanks to NVidias OptiX Ray Tracing Engine, Clarisse iFX 3D viewport can now benefit directly from GPUs power to let users manipulate life-like environments in real-time while displaying at the same time noise-free lighting scenarios.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1838
Streaming:
Share:
 
Abstract:
We'll discuss the latest features of Redshift, the GPU-accelerated renderer running on NVIDIA GPUs that is redefining the industry's perception towards GPU final-frame rendering. We'll demonstrate a few customer work examples. This talk will be of ...Read More
Abstract:
We'll discuss the latest features of Redshift, the GPU-accelerated renderer running on NVIDIA GPUs that is redefining the industry's perception towards GPU final-frame rendering. We'll demonstrate a few customer work examples. This talk will be of interest to industry professionals who want to learn more about GPU-accelerated production-quality rendering as well as software developers who are interested in GPU-accelerated rendering.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1844
Streaming:
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Abstract:
Advances in OptiX and RTX ray tracing bring tremendous performance improvements for rendering scenes from technical and scientific visualization workloads. New OptiX acceleration structures enable rendering of scenes with much greater geometric compl ...Read More
Abstract:
Advances in OptiX and RTX ray tracing bring tremendous performance improvements for rendering scenes from technical and scientific visualization workloads. New OptiX acceleration structures enable rendering of scenes with much greater geometric complexity on a single GPU, making it possible for scientists to interactively render high fidelity visualizations of complex scenes. This talk will describe the results from the adaptation of VMD, a widely used molecular visualization tool with over 100,000 users,to exploit the latest capabilities of OptiX.   Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1849
Streaming:
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Abstract:
This panel brings together several of the world's leading game engine and GPU ray tracing technologists and a pioneering user to discuss and debate how GPU ray tracing will transform the creative process in design, animation, games and visua ...Read More
Abstract:

This panel brings together several of the world's leading game engine and GPU ray tracing technologists and a pioneering user to discuss and debate how GPU ray tracing will transform the creative process in design, animation, games and visual effects.

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Topics:
Rendering & Ray Tracing
Type:
Panel
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8838
Streaming:
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Abstract:
We'll explain 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. OptiX can be used in many domains, ranging from ...Read More
Abstract:
We'll explain 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. OptiX can be used in many domains, ranging from rendering to acoustic modeling to scientific visualization. We'll dive deeper into the new features of OptiX and present code samples demonstrating best practices for writing a high-performance ray tracer using the OptiX programming model.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8518
Streaming:
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Abstract:
From interactive to real-time, discover how GPU acceleration boosts ray-tracing performances on Clarisse iFX. Clarisse iFX is the world's first 3D DCC featuring a fully ray-traced CPU 3D viewport that enabled CG artists to create amazing VFX on over ...Read More
Abstract:
From interactive to real-time, discover how GPU acceleration boosts ray-tracing performances on Clarisse iFX. Clarisse iFX is the world's first 3D DCC featuring a fully ray-traced CPU 3D viewport that enabled CG artists to create amazing VFX on over 50 Hollywood blockbusters. Thanks to NVIDIA's OptiX 5, Clarisse iFX 3D viewport can now benefit directly from GPU's power to let users manipulate life-like environments in real-time while displaying at the same time noise-free lighting scenarios.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8840
Streaming:
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Abstract:
Come learn the latest advances in GPU acceleration for the Academy Award winning V-Ray renderer and how it's improving artistic workflows and speeding final frame rendering.
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8360
Streaming:
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Abstract:
We'll discuss photo-realistic rendering in modern movie production and present the path that lead us to leverage GPUs and CPUs in a new scalable rendering architecture. You'll learn about RenderMan XPU, Pixar's next-gen physically-based production ...Read More
Abstract:
We'll discuss photo-realistic rendering in modern movie production and present the path that lead us to leverage GPUs and CPUs in a new scalable rendering architecture. You'll learn about RenderMan XPU, Pixar's next-gen physically-based production path-tracer and how we solve the problem of heterogeneous compute using a shared code base. Come to hear about our partnership with NVIDIA to create the technology that will enable the art and creativity in future feature animation and live action visual effects blockbusters.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8839
Streaming:
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Abstract:
We'll discuss the latest features of Redshift, the GPU-accelerated renderer running on NVIDIA GPUs that is redefining the industry's perception towards GPU final-frame rendering. We'll demonstrate a few customer work examples. This talk will be of ...Read More
Abstract:
We'll discuss the latest features of Redshift, the GPU-accelerated renderer running on NVIDIA GPUs that is redefining the industry's perception towards GPU final-frame rendering. We'll demonstrate a few customer work examples. This talk will be of interest to industry professionals who want to learn more about GPU-accelerated production-quality rendering as well as software developers who are interested in GPU-accelerated rendering.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8404
Streaming:
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Abstract:
Learn how SOLIDWORKS Visualize and Iray's AI Denoiser can increase renders speeds by 10x, saving you hours each day. Complex interior scenes that used to take 10 minutes to render will now only take 1 minute! Product renderings that took 1 minute to ...Read More
Abstract:
Learn how SOLIDWORKS Visualize and Iray's AI Denoiser can increase renders speeds by 10x, saving you hours each day. Complex interior scenes that used to take 10 minutes to render will now only take 1 minute! Product renderings that took 1 minute to render now only take seconds! Whether you're a designer, engineer, marketing or executive, this session is for you. Discover how easy it is to set up your CAD data in SOLIDWORKS Visualize and create photo-quality images, animations and other immersive 3D content in a snap. Drastically reduce physical prototyping and bring your products to market faster than ever before. Also joining on stage is a high-level customer from the Hollywood Film industry, presenting their exciting 3D visualization workflow using SOLIDWORKS products to design vehicles, props and sets for recent blockbuster Marvel films.  Back
 
Topics:
Rendering & Ray Tracing, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8454
Streaming:
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Abstract:
NVIDIA OptiX is a sophisticated library for performing GPU ray tracing in many domains, ranging from film rendering to acoustic modeling to scientific visualization. Version 5.0 adds many new features including motion blur, MDL support and an AI acce ...Read More
Abstract:
NVIDIA OptiX is a sophisticated library for performing GPU ray tracing in many domains, ranging from film rendering to acoustic modeling to scientific visualization. Version 5.0 adds many new features including motion blur, MDL support and an AI accelerated denoiser. We'll discuss the newest features in the OptiX SDK. We'll dive deep into some of the new features presenting code samples and integration tips.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8519
Streaming:
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Abstract:
We''ll discuss OTOY''s cutting-edge light field rendering toolset and platform, which allows for immersive experiences on mobile HMDs and next-gen displays, making it ideal for VR and AR. OTOY is developing a groundbreaking light field rendering pipe ...Read More
Abstract:
We''ll discuss OTOY''s cutting-edge light field rendering toolset and platform, which allows for immersive experiences on mobile HMDs and next-gen displays, making it ideal for VR and AR. OTOY is developing a groundbreaking light field rendering pipeline, including the world''s first portable 360 LightStage capture system and a cloud-based graphics platform for creating and streaming light field media for VR and emerging holographic displays.  Back
 
Topics:
Rendering & Ray Tracing, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8349
Streaming:
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Abstract:
We''ll provide a tutorial on how to enable immersive audio effects in games using NVIDIA VRWorks Audio game engine plugins. We''ll also do a walk-through of VRWorks Audio SDK C API and how it can be used to simulate acoustics for architectural and pr ...Read More
Abstract:
We''ll provide a tutorial on how to enable immersive audio effects in games using NVIDIA VRWorks Audio game engine plugins. We''ll also do a walk-through of VRWorks Audio SDK C API and how it can be used to simulate acoustics for architectural and pro use cases. We''ll talk about cover usage of VRWorks Audio within Carbon game engine and Holodeck.  Back
 
Topics:
Rendering & Ray Tracing, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8680
Streaming:
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Abstract:
Game graphics are maturing: near-cinema quality, on sophisticated APIs, game engines, and GPUs. Consumer virtual reality is the Wild West: exciting new opportunities and wide open research challenges. In this talk, Dr. McGuire will identify the ...Read More
Abstract:

Game graphics are maturing: near-cinema quality, on sophisticated APIs, game engines, and GPUs. Consumer virtual reality is the Wild West: exciting new opportunities and wide open research challenges. In this talk, Dr. McGuire will identify the most critical of these challenges and describe how NVIDIA Research is tackling them. The talk will focus on reducing latency, increasing frame rate and field of view, and matching rendering to both display optics and the human visual system.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Europe
Year:
2017
Session ID:
23262
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Abstract:
Cast a glance at the future with his R&D and expectations into the emerging GPU technologies, the application of new line of photo-realistic scanned materials, made possible by V-Ray RTs fluent work with Nvidias graphic cards.
 
Topics:
Rendering & Ray Tracing, HPC and Supercomputing, Video & Image Processing
Type:
Talk
Event:
GTC Europe
Year:
2017
Session ID:
23435
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Abstract:
This talk presents sparse voxelization of time-lapse point cloud. Point cloud has several advantages including capturing easiness, data simplicity, and most fundamental 3D primitive. Because of these advantages, the easy way to collect time-laps ...Read More
Abstract:

This talk presents sparse voxelization of time-lapse point cloud. Point cloud has several advantages including capturing easiness, data simplicity, and most fundamental 3D primitive. Because of these advantages, the easy way to collect time-lapse 3D information is by capturing point cloud using laser scan or photogrammetry. However, point cloud representation is lack of spatial connectivity and has notoriously big size of captured data. Our sparse volumetric representation fills the gap between the pros and cons of point cloud by keeping the simplicity and easiness and providing spatial connectivity as well as GPU-friendly data structure. In this talk, we show our massive-scale time-lapse point cloud dataset, the compression as sparse voxels, and further processing in parallel and visualization using GVDB in CUDA.

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Topics:
Rendering & Ray Tracing, Professional Visualisation, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7108
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Abstract:
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 intro ...Read More
Abstract:

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.

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Topics:
Rendering & Ray Tracing, AEC & Manufacturing, Real-Time Graphics
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7185
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Abstract:
We'll discuss the basics of NVIDIA's Material Definition Language, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically based definitions ...Read More
Abstract:
We'll discuss the basics of NVIDIA's Material Definition Language, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically based definitions can be defined, while developers will learn what's entailed in supporting MDL within their own products or renderers.  Back
 
Topics:
Rendering & Ray Tracing, Media and Entertainment
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7188
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Abstract:
When full photorealism is simply not fast enough, Iray Interactive renders images of CAD-grade models in a matter of seconds or minutes with ray-tracing quality. We'll demonstrate a set of render modes adapted to numerous use cases, such as interact ...Read More
Abstract:
When full photorealism is simply not fast enough, Iray Interactive renders images of CAD-grade models in a matter of seconds or minutes with ray-tracing quality. We'll demonstrate a set of render modes adapted to numerous use cases, such as interactive design and interior layout. We'll explore different Iray Interactive implementations, such as in SOLIDWORKS Visualize for instant preview and material tuning, or 3DVIA HomeByMe, enabling full detailed interior design to be rendered within minutes on AWS cloud. We'll also showcase a beta version of Iray VR for Iray Interactive, illustrating the potential of highly reduced render times for creating enriched Iray-quality VR experiences.  Back
 
Topics:
Rendering & Ray Tracing, Virtual Reality & Augmented Reality
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7236
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Abstract:
We show that the equations for reinforcement learning and light transport simulation are related integral equations. After a brief introduction of reinforcement learning and light transport simulation we visualize the correspondence between the equat ...Read More
Abstract:
We show that the equations for reinforcement learning and light transport simulation are related integral equations. After a brief introduction of reinforcement learning and light transport simulation we visualize the correspondence between the equations by pattern matching. Based on this correspondence, a scheme to learn importance during sampling path space is derived. The new approach is demonstrated in a consistent light transport simulation algorithm that uses reinforcement learning to progressively learn probability density functions for importance sampling. Furthermore we show that our method is easy to integrate into any existing path tracer and can greatly increase rendering efficiency.  Back
 
Topics:
Rendering & Ray Tracing, Artificial Intelligence and Deep Learning
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7256
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Abstract:
We reason about the design decisions that led to the system architecture of NVIDIA Iray. The scalable parallelization from single devices to clusters of GPU systems required new approaches to motion blur simulation, anti-aliasing, and fault tolerance ...Read More
Abstract:
We reason about the design decisions that led to the system architecture of NVIDIA Iray. The scalable parallelization from single devices to clusters of GPU systems required new approaches to motion blur simulation, anti-aliasing, and fault tolerance, which are based on consistent sampling that at the same time enables push-button rendering with only a minimal set of user parameters. We then dive into technical details about light transport simulation, especially on how Iray deals with geometric light sources, importance sampling, decals, and material evaluation in order to be efficient on GPUs. It is remarkable how well the physically based system extends to modern workflows like, for example, light path expressions and matte objects. The separation of material definition and implementation has been key to the superior performance and rendering quality and resulted in the emerging standard MDL (material definition language).  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7328
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Abstract:
We'll introduce OneRender, a photorealistic elastic cloud solution for accelerated rendering. OneRender is connected with Onshape.com, a leading cloud CAD solution. We'll present a general overview of these two platforms, and explain how they conne ...Read More
Abstract:
We'll introduce OneRender, a photorealistic elastic cloud solution for accelerated rendering. OneRender is connected with Onshape.com, a leading cloud CAD solution. We'll present a general overview of these two platforms, and explain how they connect to each other. We'll talk about the challenges and solutions to communicate complex geometries from Onshape CAD format to OneRender format, and continuously maintain consistency with any change in the former. OneRender core engine is built on top of the NVIDIA OptiX framework for ray tracing and GPU-based acceleration. Furthermore, OneRender has the capability of launching multiple GPU clouds in parallel to accelerate rendering process. Then, we'll give an overview of the GPU usage vs user arrival and workload growth. Finally, we'll show some examples of real-world CAD designs and photorealistic renderings visualizations.  Back
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7400
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Abstract:
A worldwide leader for procedural texturing in the gaming industry with its Substance technology, Allegorithmic has partnered with NVIDIA to release Substance Designer 5.5, the first MDL visual editor to efficiently author material and transport ...Read More
Abstract:

A worldwide leader for procedural texturing in the gaming industry with its Substance technology, Allegorithmic has partnered with NVIDIA to release Substance Designer 5.5, the first MDL visual editor to efficiently author material and transport the material definition across all supporting software. We'll present a full customer workflow, from high-resolution image scanning to actual MDL-defined material that could serve as reference, similarly to those available through Substance Source. We'll demonstrate customer use cases and present results (at GTC 2016 we showcased Hyundai and Harley-Davidson) with a live demo of Substance solutions with NVIDIA Iray rendering on an NVIDIA VCA cluster, as well as an update on new features of Substance Designer 6.0 released in February 2017.

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Topics:
Rendering & Ray Tracing, AEC & Manufacturing, AEC & Manufacturing, Media and Entertainment
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7440
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Abstract:
We'll present the latest advances in the use of NVIDIA Optix for high-fidelity rendering of state-of-the-art biomolecular and cellular simulations. We'll present the latest technical advances in the OptiX-based ray -racing engines in VMD, which are ...Read More
Abstract:
We'll present the latest advances in the use of NVIDIA Optix for high-fidelity rendering of state-of-the-art biomolecular and cellular simulations. We'll present the latest technical advances in the OptiX-based ray -racing engines in VMD, which are heavily used for both interactive progressive ray-tracing (local and remote), and for batch mode in-situ or post-hoc visualization of petascale molecular dynamics simulations.  Back
 
Topics:
Rendering & Ray Tracing, In-Situ & Scientific Visualization, Healthcare and Life Sciences, HPC and Supercomputing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7452
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Speakers:
Phil Miller
Abstract:
Learn about NVIDIA products you can use within popular 3D tools, like 3ds Max, Maya, Rhino, and Cinema4D or to scale the rendering from other products across render farms. The new range of NVIDIA?Iray?plug-in products will be discussed, along with re ...Read More
Abstract:
Learn about NVIDIA products you can use within popular 3D tools, like 3ds Max, Maya, Rhino, and Cinema4D or to scale the rendering from other products across render farms. The new range of NVIDIA?Iray?plug-in products will be discussed, along with recent advances in NVIDIA mental ray? We'll also include how the Iray SDK is employed and Iray is exposed in each of the different products to better support native workflows.  Back
 
Topics:
Rendering & Ray Tracing, Artificial Intelligence and Deep Learning
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7453
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Speakers:
Phil Miller
Abstract:
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 ...Read More
Abstract:
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 NVIDIA 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
 
Topics:
Rendering & Ray Tracing, Artificial Intelligence and Deep Learning
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7454
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Share:
 
Abstract:
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 al ...Read More
Abstract:

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.

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Topics:
Rendering & Ray Tracing
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7455
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Abstract:
Maxwell Render for the GPU was released in 2016. We'll present some state-of-the-art techniques used for advanced ray-tracing topics such as spectral rendering, dispersion, and multilight.
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7461
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Abstract:
Take a look at the next generation of GPU-accelerated rendering. See how advances such as MDL materials, procedural shading, and adaptive lighting algorithms are changing how high-end CG productions are created.
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7463
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Abstract:
We'll discuss the latest features of Redshift, the GPU-accelerated renderer running on NVIDIA GPUs that is redefining the industry's perception towards GPU final-frame rendering. A few customer work examples will be demonstrated. This talk will be ...Read More
Abstract:
We'll discuss the latest features of Redshift, the GPU-accelerated renderer running on NVIDIA GPUs that is redefining the industry's perception towards GPU final-frame rendering. A few customer work examples will be demonstrated. This talk will be of interest to industry professionals who want to learn more about GPU-accelerated production-quality rendering as well as software developers who are interested in GPU-accelerated rendering.  Back
 
Topics:
Rendering & Ray Tracing, Media and Entertainment
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7466
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Abstract:
Learn how to accelerate the computation of global illumination (a very expensive part of the rendering process) with the aid of GPUs. Porting a production renderer to take advantage of GPUs is a considerable effort and often requires rewriting the wh ...Read More
Abstract:
Learn how to accelerate the computation of global illumination (a very expensive part of the rendering process) with the aid of GPUs. Porting a production renderer to take advantage of GPUs is a considerable effort and often requires rewriting the whole engine; moreover, custom shaders may not be accessible in source code and often introduce performance penalties if not especially adapted to the accelerator. However, function calls to the renderer's API from within shaders may be intercepted and thus costly functions in the render core may be accelerated outside of the shader code. One such render core API function is the calculation of the global illumination contribution, and it is this part that we accelerate on the GPU.  Back
 
Topics:
Rendering & Ray Tracing, Algorithms & Numerical Techniques
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7525
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Abstract:
Learn how space planning experience can be enhanced with the help of realistic rendering using NVIDIA Iray. We'll present functionalities designed to help the consumer project himself in his soon-to-be apartment, like 360 renderings and light baking ...Read More
Abstract:
Learn how space planning experience can be enhanced with the help of realistic rendering using NVIDIA Iray. We'll present functionalities designed to help the consumer project himself in his soon-to-be apartment, like 360 renderings and light baking for an immersive experience in VR ; luminosity study for a better lighting of your flat ; or inspirational rendering for a quick preview of various combinations of materials and furniture in your room. This functionalities are based on Iray supported by a combination VCA architecture and Amazon instances for content production, and a WebGL planner for an out of the box experience for the consumer.  Back
 
Topics:
Rendering & Ray Tracing, Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7583
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Abstract:
You'll learn about OTOY's GPU rendering research and new product releases in the coming year. OTOY's breakthroughs in compression and rendering on NVIDIA GPUs have dramatically reduced the barriers for light field rendering, making i ...Read More
Abstract:

You'll learn about OTOY's GPU rendering research and new product releases in the coming year. OTOY's breakthroughs in compression and rendering on NVIDIA GPUs have dramatically reduced the barriers for light field rendering, making it a viable media format that gives content creators everywhere a simple, cost-effective way to bring high quality, interactive 3D content to multiple platforms for the world to enjoy.

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Topics:
Rendering & Ray Tracing, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7776
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Science and Research
Presentation
Media
Abstract:
Real-time ray racing has finally become reality. Following individual rays through a virtual scene leads to highly accurate renderings but the associated computational cost has so far prevented its interactive use. While mostly known in the co ...Read More
Abstract:
Real-time ray racing has finally become reality. Following individual rays through a virtual scene leads to highly accurate renderings but the associated computational cost has so far prevented its interactive use. While mostly known in the computer graphics space, a lot of computational science and HPC applications perform similar operations. The ray tracing capabilities available on the latest generation GPUs, including the hardware support for ray-tracing via the RTCores on the Turing GPUs, are therefore of relevance not only to applications that generate colorful pixels, but also to applications performing ray-tracing like operations, including particles tracking in complex geometries or even spatial database searches. In this talk I will briefly summarize the features enabling real-time ray tracing and will look at the impact this technology has on scientific visualization and HPC applications in general. 
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Topics:
Science and Research
Type:
Talk
Event:
Supercomputing
Year:
2018
Session ID:
SC1831
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Virtual Reality & Augmented Reality
Presentation
Media
Abstract:
With NVIDIA Omniverse, teams can interactively work together to create, animate, and render 3D worlds using industry-standard creative software. Join our session to see what’s new and explore the modules that make up Omniverse and how they ...Read More
Abstract:

With NVIDIA Omniverse, teams can interactively work together to create, animate, and render 3D worlds using industry-standard creative software. Join our session to see what’s new and explore the modules that make up Omniverse and how they create a seamless experience for end users. This will be an interactive session with live demonstrations of real-time collaborative ray tracing on USD content. Overview: Understand the creative workflows that can be used in Omniverse Learn about the modules and open technologies—such as USD, Hydra, Material Definition Language (MDL), and PhysX—that NVIDIA has integrated to create the platform Know how to engage with the community to influence the Omniverse roadmap Live QA with key architects of Omniverse technology.

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Topics:
Virtual Reality & Augmented Reality
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG921
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Abstract:
We'll discuss recently available GPU hardware support for ray tracing, and examine how this makes it possible to fully ray-trace scenes in real time, even on high-end head-mounted displays (HMDs). Real-time ray tracing has been considered the Holy G ...Read More
Abstract:
We'll discuss recently available GPU hardware support for ray tracing, and examine how this makes it possible to fully ray-trace scenes in real time, even on high-end head-mounted displays (HMDs). Real-time ray tracing has been considered the Holy Grail of rendering, but existing solutions like NVIDIA OptiX were limited to moderate display resolutions and frame rates. As a result, they weren't feasible for ray tracing on head-mounted displays (HMDs), which typically feature a wide field of view and require constant high frame rates to avoid motion sickness. We'll examine how GPU hardware support from technologies like NVIDIA's Turing and RTX allows users to fully ray trace scenes on HMDs.  Back
 
Topics:
Virtual Reality & Augmented Reality, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9717
Streaming:
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Abstract:
David Luebke, NVIDIAs VP of Graphics Research, will describe NVIDIAs vision for the future of virtual and augmented reality. Luebke will review some of the realities of virtual reality: challenges presented by Moores Law, battery technology, optics, ...Read More
Abstract:
David Luebke, NVIDIAs VP of Graphics Research, will describe NVIDIAs vision for the future of virtual and augmented reality. Luebke will review some of the realities of virtual reality: challenges presented by Moores Law, battery technology, optics, wired and wireless connections. He will then discuss the implications and opportunities presented by these challenges, such as foveation and specialization, and conclude with a deep dive into how rendering technology, such as ray tracing, can evolve to solve the realities of virtual reality.  Back
 
Topics:
Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8105
Streaming:
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  • Autodesk
  • HP
  • Linear Technology
  • MSI Computer Corp.
  • OPTIS
  • PNY
  • SK Hynix
  • vmware
  • Abaco Systems
  • Acceleware Ltd.
  • ASUSTeK COMPUTER INC
  • Cray Inc.
  • Exxact Corporation
  • Flanders - Belgium
  • Google Cloud
  • HTC VIVE
  • Liqid
  • MapD
  • Penguin Computing
  • SAP
  • Sugon
  • Twitter
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