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GTC ON-DEMAND

Presentation
Media
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:

A worldwide leader for procedural texturing in the gaming industry with its Substance technology, Allegorithmic has partnered with NVIDIA to release Substance Designer 5.5, the first MDL visual editor to efficiently author material and transport the material definition across all supporting software. We'll present a full customer workflow, from high-resolution image scanning to actual MDL-defined material that could serve as reference, similarly to those available through Substance Source. We'll demonstrate customer use cases and present results (at GTC 2016 we showcased Hyundai and Harley-Davidson) with a live demo of Substance solutions with NVIDIA Iray rendering on an NVIDIA VCA cluster, as well as an update on new features of Substance Designer 6.0 released in February 2017.

A worldwide leader for procedural texturing in the gaming industry with its Substance technology, Allegorithmic has partnered with NVIDIA to release Substance Designer 5.5, the first MDL visual editor to efficiently author material and transport the material definition across all supporting software. We'll present a full customer workflow, from high-resolution image scanning to actual MDL-defined material that could serve as reference, similarly to those available through Substance Source. We'll demonstrate customer use cases and present results (at GTC 2016 we showcased Hyundai and Harley-Davidson) with a live demo of Substance solutions with NVIDIA Iray rendering on an NVIDIA VCA cluster, as well as an update on new features of Substance Designer 6.0 released in February 2017.

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Topics:
Rendering & Ray Tracing, AEC & Manufacturing, AEC & Manufacturing, Media and Entertainment
Type:
Talk
Event:
GTC Silicon Valley
Year:
2017
Session ID:
S7440
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Abstract:

Discover how Substance Designer can be used to create materials for the interior & exterior of the Hyundai Genesis G380. We will show how Allegorithmic's Substance procedural technology and NVIDIA's Material Definition Language (MDL) can be used together to create materials that take realism to a level never reached before. Then, the created materials will be validated in the context of the actual car using NVIDIA Iray integration within Substance Designer. Finally, we will explain how Substance can help industrial designers in their creative iterations and exploratory phase. 

Discover how Substance Designer can be used to create materials for the interior & exterior of the Hyundai Genesis G380. We will show how Allegorithmic's Substance procedural technology and NVIDIA's Material Definition Language (MDL) can be used together to create materials that take realism to a level never reached before. Then, the created materials will be validated in the context of the actual car using NVIDIA Iray integration within Substance Designer. Finally, we will explain how Substance can help industrial designers in their creative iterations and exploratory phase. 

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Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
GTC Europe
Year:
2016
Session ID:
SEU6229
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Abstract:

Discover how Substance Designer enables the creation of the extensive set of materials for the interior & exterior of the Hyundai Genesis G380. We will show how Allegorithmic's Substance procedural technology and NVIDIA's Material Definition Language (MDL) can be combined to bring materials creation to a level never reached before. Material review will be achieved on the actual fully detailed car model using Substance Designer and NVIDIA Iray integration. Finally, we will explain how Substance can help industrial designers in their creative iterations and exploration phases.

Discover how Substance Designer enables the creation of the extensive set of materials for the interior & exterior of the Hyundai Genesis G380. We will show how Allegorithmic's Substance procedural technology and NVIDIA's Material Definition Language (MDL) can be combined to bring materials creation to a level never reached before. Material review will be achieved on the actual fully detailed car model using Substance Designer and NVIDIA Iray integration. Finally, we will explain how Substance can help industrial designers in their creative iterations and exploration phases.

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Topics:
Product & Building Design, Press-Suggested Sessions: Professional Graphics, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2016
Session ID:
S6838
Streaming:
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Abstract:
Using a concrete example with an actual CAD model running in CATIA, CATIA Live Rendering break down the frontier between industrial modeling and realistic rendering for design. Powered by Iray and coupled with NVIDIA VCA, it ensures real-time photo realistic rendering and unprecedented speed batching for all of your marketing assets. Follow-up a live actual creation workflow from ideation to marketing assets using the 3DEXPERIENCE platform.
Using a concrete example with an actual CAD model running in CATIA, CATIA Live Rendering break down the frontier between industrial modeling and realistic rendering for design. Powered by Iray and coupled with NVIDIA VCA, it ensures real-time photo realistic rendering and unprecedented speed batching for all of your marketing assets. Follow-up a live actual creation workflow from ideation to marketing assets using the 3DEXPERIENCE platform.  Back
 
Topics:
AEC & Manufacturing, Product Design & Styling, Visualization - Large Scale & Multi-Display, Rendering & Ray Tracing
Type:
Talk
Event:
GTC Silicon Valley
Year:
2015
Session ID:
S5541
Streaming:
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Abstract:

Starting with CATIA V6 R2011x, CATIA integrates iRay rendering technology within modeling environment through the CATIA Live Rendering Workbench. CATIA Live Rendering is a photorealistic rendering solution with interactive ray-tracing & Global illumination that complements CATIAs real-time rendering solution.

Starting with CATIA V6 R2011x, CATIA integrates iRay rendering technology within modeling environment through the CATIA Live Rendering Workbench. CATIA Live Rendering is a photorealistic rendering solution with interactive ray-tracing & Global illumination that complements CATIAs real-time rendering solution.

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Topics:
Graphics and AI
Type:
Talk
Event:
SIGGRAPH
Year:
2012
Session ID:
SIG1214
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Speakers:
Xavier Melkonian, Pierre Maheut
- Dassault Systèmes
 
Topics:
Rendering & Ray Tracing
Type:
Talk
Event:
SIGGRAPH
Year:
2011
Session ID:
SIG1119
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