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GTC ON-DEMAND

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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.

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:
How to simulate and render game-ready, high resolution fluid in real time on the GPU using DirectX. We'll present a new method for sparsely simulating and rendering traditional grid based fluid systems. By utilizing a simple CPU prediction algorithm, we can update the virtual memory table of the GPU to reflect only the active areas of a simulation volume, providing compressed memory storage and hardware level, memory translation for performing region look ups. This CPU prediction mechanism has a much wider use case than just fluid simulation, and is a must know for anyone planning on using tiled resources in the future.
How to simulate and render game-ready, high resolution fluid in real time on the GPU using DirectX. We'll present a new method for sparsely simulating and rendering traditional grid based fluid systems. By utilizing a simple CPU prediction algorithm, we can update the virtual memory table of the GPU to reflect only the active areas of a simulation volume, providing compressed memory storage and hardware level, memory translation for performing region look ups. This CPU prediction mechanism has a much wider use case than just fluid simulation, and is a must know for anyone planning on using tiled resources in the future.  Back
 
Topics:
Computational Fluid Dynamics, Developer - Algorithms, Real-Time Graphics
Type:
Talk
Event:
GTC Silicon Valley
Year:
2015
Session ID:
S5756
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