GTC ON-DEMAND

 
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GTC ON-DEMAND

Presentation
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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.
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:
We'll provide a deep dive into implementing irradiance fields with moment visibility for local and cloud rendering using RTX. This is a real-time, fully dynamic diffuse global illumination solution that prevents light leaks and screen-space noise. The technology can operate on local GI on a Turing GPU for PC games or a streaming cloud GI from a Turing-powered server for VR and mobile gaming.
We'll provide a deep dive into implementing irradiance fields with moment visibility for local and cloud rendering using RTX. This is a real-time, fully dynamic diffuse global illumination solution that prevents light leaks and screen-space noise. The technology can operate on local GI on a Turing GPU for PC games or a streaming cloud GI from a Turing-powered server for VR and mobile gaming.  Back
 
Topics:
Gaming and AI, Data Center & Cloud Infrastructure, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9900
Streaming:
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Abstract:

Learn about the plans of market leaders in streaming VR and AR content from the cloud in this panel discussion. From enterprise use cases to streaming VR to the 5G edge, panelists will describe the state-of-the-art and challenges to making XR truly mobile.

Learn about the plans of market leaders in streaming VR and AR content from the cloud in this panel discussion. From enterprise use cases to streaming VR to the 5G edge, panelists will describe the state-of-the-art and challenges to making XR truly mobile.

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Topics:
Virtual Reality & Augmented Reality
Type:
Panel
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9914
Streaming:
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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 advance the state of ray tracing in games, simulation, and VR applications.
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
Streaming:
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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 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.
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
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 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.

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:
Video game 3D graphics are approaching cinema quality thanks to the mature platforms of massively parallel GPUs and the APIs that drive them. Consumer head-mounted virtual reality is a new domain that poses exciting new opportunities and challenges in a wide-open research area. We'll present the leading edge of computer graphics research for VR across the field. It highlights emerging methods for reducing latency, increasing frame rate and field of view, and matching rendering to both display optics and the human visual system while maximizing image quality.
Video game 3D graphics are approaching cinema quality thanks to the mature platforms of massively parallel GPUs and the APIs that drive them. Consumer head-mounted virtual reality is a new domain that poses exciting new opportunities and challenges in a wide-open research area. We'll present the leading edge of computer graphics research for VR across the field. It highlights emerging methods for reducing latency, increasing frame rate and field of view, and matching rendering to both display optics and the human visual system while maximizing image quality.  Back
 
Topics:
Virtual Reality & Augmented Reality, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7555
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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
Streaming:
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