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GTC ON-DEMAND

Presentation
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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 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.    

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:
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.
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
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Abstract:

Learn how to render transparency, motion blur, and depth of field effects in real time using random sampling. These effects combine multiple objects in each pixel, making them expensive to compute directly. But recent research shows that, with stratified sampling and clever reconstruction, good image quality can be achieved with surprisingly small numbers of samples per pixel. We will explain how to do this on the GPU, and explore trade-offs of performance, quality, accuracy, and noise.

Learn how to render transparency, motion blur, and depth of field effects in real time using random sampling. These effects combine multiple objects in each pixel, making them expensive to compute directly. But recent research shows that, with stratified sampling and clever reconstruction, good image quality can be achieved with surprisingly small numbers of samples per pixel. We will explain how to do this on the GPU, and explore trade-offs of performance, quality, accuracy, and noise.

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Topics:
Graphics and AI
Type:
Talk
Event:
GTC Silicon Valley
Year:
2012
Session ID:
S2409
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