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Presentation
Media
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.  

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2019
Session ID:
SIG907
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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 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.
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
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 & 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 & 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 & 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 & Ray Tracing, Media and Entertainment
Type:
Tutorial
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7188
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Abstract:

The basics of NVIDIA's Material Definition Language (MDL) will be discussed, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. Users will learn how physically -based definitions can be defined while developers will learn what's entailed in supporting MDL within their own product/renderer.

The basics of NVIDIA's Material Definition Language (MDL) will be discussed, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. Users will learn how physically -based definitions can be defined while developers will learn what's entailed in supporting MDL within their own product/renderer.

  Back
 
Topics:
Best of GTC Talks
Type:
Talk
Event:
SIGGRAPH
Year:
2016
Session ID:
SIG1606
Streaming:
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Abstract:

The basics of NVIDIA's Material Definition Language (MDL) will be discussed, 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 is entailed in supporting MDL within their own product/renderer.

The basics of NVIDIA's Material Definition Language (MDL) will be discussed, 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 is entailed in supporting MDL within their own product/renderer.

  Back
 
Topics:
Rendering & Ray Tracing, Product & Building Design, Media and Entertainment
Type:
Talk
Event:
GTC Silicon Valley
Year:
2016
Session ID:
S6312
Streaming:
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Abstract:
The basics of NVIDIA's Material Definition Language (MDL) will be discussed, 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 product/renderer.
The basics of NVIDIA's Material Definition Language (MDL) will be discussed, 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 product/renderer.  Back
 
Topics:
Rendering & Ray Tracing, Product Design & Styling, Media and Entertainment
Type:
Talk
Event:
GTC Silicon Valley
Year:
2015
Session ID:
S5190
Streaming:
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Abstract:

The basics of NVIDIA's Material Definition Language (MDL) will be discussed, 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 product/renderer.

The basics of NVIDIA's Material Definition Language (MDL) will be discussed, 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 product/renderer.

  Back
 
Topics:
Best of GTC Talks
Type:
Talk
Event:
SIGGRAPH
Year:
2014
Session ID:
SIG4115
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Abstract:

Learn how NVIDIA's Material Definition Language (MDL) provides a consistent means to define material appearances for use in physically-based rendering with a highly flexible, layered approach. This presentation introduces the key ideas of MDL and how they address the challenge of matching looks between different renderers with a common definition - be they path tracers, basic ray tracers, or conventional rasterizers. Developers will learn how to transition from conventional shading languages to MDL while Material Authors and Artists will see through high quality examples how they can easily create and assign custom looks. The Iray 2013 rendering platform will be used to interactively demonstrate the use of MDL between multiple rendering modes and rendering techniques. The future of MDL, including support for Measured Materials from measurement devices will also be discussed.

Learn how NVIDIA's Material Definition Language (MDL) provides a consistent means to define material appearances for use in physically-based rendering with a highly flexible, layered approach. This presentation introduces the key ideas of MDL and how they address the challenge of matching looks between different renderers with a common definition - be they path tracers, basic ray tracers, or conventional rasterizers. Developers will learn how to transition from conventional shading languages to MDL while Material Authors and Artists will see through high quality examples how they can easily create and assign custom looks. The Iray 2013 rendering platform will be used to interactively demonstrate the use of MDL between multiple rendering modes and rendering techniques. The future of MDL, including support for Measured Materials from measurement devices will also be discussed.

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2013
Session ID:
S3560
Streaming:
Download:
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