Juha Sjoholm – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2024-08-28T18:24:00Z http://www.open-lab.net/blog/feed/ Juha Sjoholm <![CDATA[Best Practices for Using NVIDIA RTX Ray Tracing (Updated)]]> http://www.open-lab.net/blog/?p=50632 2023-07-27T19:50:00Z 2022-07-25T20:00:00Z [stextbox id="info"]This post is an update of Best Practices: Using NVIDIA RTX Ray Tracing.[/stextbox] This post gathers best practices based on our experiences...]]>

This post is an update of Best Practices: Using NVIDIA RTX Ray Tracing. This post gathers best practices based on our experiences so far using NVIDIA RTX ray tracing in games. The practical tips are organized into short, actionable items for developers working on ray tracing today. They aim to provide insight into what kind of solutions lead to good performance in most cases.

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Juha Sjoholm <![CDATA[Best Practices: Using NVIDIA RTX Ray Tracing (Updated)]]> http://www.open-lab.net/blog/?p=19410 2023-07-27T19:50:29Z 2020-08-10T20:40:45Z [stextbox id="info"]This post has been updated: Best Practices for Using NVIDIA RTX Ray Tracing (Updated).[/stextbox] This post gathers best practices based on...]]>

This post has been updated: Best Practices for Using NVIDIA RTX Ray Tracing (Updated). This post gathers best practices based on our experiences so far on using NVIDIA RTX ray tracing in games. I’ve organized the tips into short, actionable items that give practical tips for developers working on ray tracing today. They aim to give a broad picture of what kind of solutions lead to good…

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Juha Sjoholm <![CDATA[Creating Optimal Meshes for Ray Tracing]]> http://www.open-lab.net/blog/?p=18307 2024-08-28T18:24:00Z 2020-06-22T18:06:18Z When you are creating triangle meshes for ray tracing or reusing meshes that have been successfully used in rasterization-based rendering, there are some...]]>

When you are creating triangle meshes for ray tracing or reusing meshes that have been successfully used in rasterization-based rendering, there are some pitfalls that can cause surprising performance issues. Some mesh properties that have been acceptable in rasterization can be problematic in ray tracing or require specific handling to work as expected. This post reveals those pitfalls and…

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Juha Sjoholm <![CDATA[Parallel Shader Compilation for Ray Tracing Pipeline States]]> http://www.open-lab.net/blog/?p=12912 2022-08-21T23:39:14Z 2018-11-19T19:56:47Z In ray tracing, a single pipeline state object (PSO) can contain any number of shaders. This number can grow large, depending on scene content and ray types...]]>

In ray tracing, a single pipeline state object (PSO) can contain any number of shaders. This number can grow large, depending on scene content and ray types handled with the PSO; construction cost of the state object can significantly increase. The DXR API makes it possible to distribute part of the creation work to multiple threads by utilizing collections. A collection is a with type .

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Juha Sjoholm <![CDATA[Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine]]> http://www.open-lab.net/blog/?p=12553 2023-02-13T18:07:13Z 2018-10-29T13:00:04Z RTX is NVIDIA's new platform for hybrid rendering, allowing the combination of rasterization and compute-based techniques with hardware-accelerated ray tracing...]]>

RTX is NVIDIA’s new platform for hybrid rendering, allowing the combination of rasterization and compute-based techniques with hardware-accelerated ray tracing and deep learning. It has already been adopted in a number of games and engines. Based on those experiences, this blog aims to give the reader an insight into how RTX ray tracing is best integrated into real-time applications today.

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