Morgan McGuire – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2023-10-25T23:54:15Z http://www.open-lab.net/blog/feed/ Morgan McGuire <![CDATA[RTX Global Illumination Part I]]> http://www.open-lab.net/blog/?p=14648 2023-10-25T23:54:15Z 2019-06-03T13:00:18Z RTX Global Illumination (RTX GI) creates changing, realistic rendering for games by computing diffuse lighting with ray tracing. It allows developers to extend...]]>

RTX Global Illumination (RTX GI) creates changing, realistic rendering for games by computing diffuse lighting with ray tracing. It allows developers to extend their existing light probe tools, knowledge, and experience with ray tracing to eliminate bake times and avoid light leaking. Hardware-accelerated programmable ray tracing is now accessible through DXR, VulkanRT, OptiX, Unreal Engine…

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Morgan McGuire <![CDATA[Coffee Break: Ray Plus Raster Era Begins]]> http://www.open-lab.net/blog/?p=11439 2022-08-21T23:38:58Z 2018-08-14T01:00:41Z After decades of research, NVIDIA has unearthed the holy grail of video game graphics: real-time ray tracing! This series of videos will explain why you need to...]]>

After decades of research, NVIDIA has unearthed the holy grail of video game graphics: real-time ray tracing! This series of videos will explain why you need to add ray tracing to your pipeline now. The idea isn’t to use ray tracing as the only rendering technique, but to combine it with traditional rasterization to generate the best possible blend of performance and image quality.

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