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GTC On-Demand

Presentation
Media
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.
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 and Ray Tracing, Tools and Libraries, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9177
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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 can be defined, while developers will learn what's entailed in supporting MDL within their own products or renderers.
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 and Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9346
Streaming:
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Abstract:

We'll discuss the basics of NVIDIA's MDL, 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.

We'll discuss the basics of NVIDIA's MDL, 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:
Professional Visualisation
Type:
Talk
Event:
GTC Europe
Year:
2018
Session ID:
E8392
Streaming:
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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 can be defined, while developers will learn what's entailed in supporting MDL within their own products or renderers.
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 and Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2018
Session ID:
SIG1810
Streaming:
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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 can be defined, while developers will learn what''s entailed in supporting MDL within their own products or renderers.
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:
Programming Languages, Rendering and Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2018
Session ID:
S8225
Streaming:
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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 can be defined, while developers will learn what's entailed in supporting MDL within their own products or renderers.
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 and Ray Tracing, Media and Entertainment
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7188
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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, 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).
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 and Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7328
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