DXR – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-05-15T19:08:56Z http://www.open-lab.net/blog/feed/ Peter Morley <![CDATA[Reducing Acceleration Structure Memory with NVIDIA RTXMU]]> http://www.open-lab.net/blog/?p=34563 2024-12-09T16:53:32Z 2021-07-19T13:00:00Z Acceleration structures spatially organize geometry to accelerate ray tracing traversal performance. When you create an acceleration structure, a conservative...]]> Acceleration structures spatially organize geometry to accelerate ray tracing traversal performance. When you create an acceleration structure, a conservative...

Acceleration structures spatially organize geometry to accelerate ray tracing traversal performance. When you create an acceleration structure, a conservative memory size is allocated. This process is called compacting the acceleration structure and it is important for reducing the memory overhead of acceleration structures. Another key ingredient to reducing memory is suballocating��

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Jiho Choi <![CDATA[Tips: Acceleration Structure Compaction]]> http://www.open-lab.net/blog/?p=31830 2023-07-27T19:56:16Z 2021-05-20T18:56:34Z In ray tracing, more geometries can reside in the GPU memory than with the rasterization approach because rays may hit the geometries out of the view frustum....]]> In ray tracing, more geometries can reside in the GPU memory than with the rasterization approach because rays may hit the geometries out of the view frustum....

In ray tracing, more geometries can reside in the GPU memory than with the rasterization approach because rays may hit the geometries out of the view frustum. You can let the GPU compact acceleration structures to save memory usage. For some games, compaction reduces the memory footprint for a bottom-level acceleration structure (BLAS) by at least 50%. BLASes usually take more GPU memory than top��

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Oli Wright <![CDATA[Managing Memory for Acceleration Structures in DirectX Raytracing]]> http://www.open-lab.net/blog/?p=22913 2022-08-21T23:40:52Z 2021-01-29T19:29:50Z In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured...]]> In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured...

In Microsoft Direct3D, anything that uses memory is considered a resource: textures, vertex buffers, index buffers, render targets, constant buffers, structured buffers, and so on. It��s natural to think that each individual object, such as a texture, is always one resource. In this post, I discuss DXR��s Bottom Level Acceleration Structures (BLASes) and best practices with regard to managing them.

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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...]]> [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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Jim MacArthur <![CDATA[Profiling DXR Shaders with Timer Instrumentation]]> http://www.open-lab.net/blog/?p=17174 2022-08-21T23:39:59Z 2020-04-29T22:31:49Z Optimizing real-time graphics applications for maximum performance can be a challenging endeavor, and ray tracing is no exception. Whether you want to make your...]]> Optimizing real-time graphics applications for maximum performance can be a challenging endeavor, and ray tracing is no exception. Whether you want to make your...

Optimizing real-time graphics applications for maximum performance can be a challenging endeavor, and ray tracing is no exception. Whether you want to make your graphics engine more efficient overall or find a specific performance bottleneck, profiling is the most important tool to achieve your goals. Despite constantly improving support for ray tracing APIs in profilers such as Nsight Graphics��

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Louis Bavoil <![CDATA[Optimizing VK/VKR and DX12/DXR Applications Using Nsight Graphics: GPU Trace Advanced Mode Metrics]]> http://www.open-lab.net/blog/?p=16816 2024-08-28T18:24:55Z 2020-03-30T20:51:41Z Many GPU performance analysis tools are based on a capture and replay mechanism, where a frame is first captured (either in-memory or to disk), and then...]]> Many GPU performance analysis tools are based on a capture and replay mechanism, where a frame is first captured (either in-memory or to disk), and then...

Many GPU performance analysis tools are based on a capture and replay mechanism, where a frame is first captured (either in-memory or to disk), and then replayed multiple times to be profiled. Nsight Graphics: GPU Trace differs in that it directly profiles the frames emitted by a live application, with no constraint on subsequent frames to be identical. This approach makes the tool simpler than��

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Ashwin Lele <![CDATA[Bringing HLSL Ray Tracing to Vulkan]]> http://www.open-lab.net/blog/?p=16596 2022-08-21T23:39:48Z 2020-02-21T20:50:11Z This post was revised March 2020 to reflect newly added support in DXC for targeting the SPV_KHR_ray_tracing multi-vendor extension. Vulkan logo DirectX Ray...]]> This post was revised March 2020 to reflect newly added support in DXC for targeting the SPV_KHR_ray_tracing multi-vendor extension. Vulkan logo DirectX Ray...

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Evan Hart <![CDATA[Introduction to Ray Tracing in Unreal Engine 4.22]]> http://www.open-lab.net/blog/?p=14177 2023-10-25T23:54:17Z 2019-04-01T13:00:30Z Epic Games is adding ��Early Access�� support for ray tracing through the DirectX Raytracing API (DXR) to Unreal Engine with the pending release of Unreal...]]> Epic Games is adding ��Early Access�� support for ray tracing through the DirectX Raytracing API (DXR) to Unreal Engine with the pending release of Unreal...

Epic Games is adding ��Early Access�� support for ray tracing through the DirectX Raytracing API (DXR) to Unreal Engine with the pending release of Unreal Engine 4.22. Demos dating back to GDC 2018 show impressive ray tracing results using DXR. However, UE 4.22 integrates ray tracing support into the mainline branch, making ray tracing available to the wider world. While 4.22 is an early release��

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Alex Dunn <![CDATA[Tips and Tricks: Ray Tracing Best Practices]]> http://www.open-lab.net/blog/?p=14120 2023-07-27T20:03:06Z 2019-03-20T18:01:07Z This post presents best practices for implementing ray tracing in games and other real-time graphics applications. We present these as briefly as possible to...]]> This post presents best practices for implementing ray tracing in games and other real-time graphics applications. We present these as briefly as possible to...

This post presents best practices for implementing ray tracing in games and other real-time graphics applications. We present these as briefly as possible to help you quickly find key ideas. This is based on a presentation made at the 2019 GDC by NVIDIA engineers. 1.1 General Practices Move AS management (build/update) to an async compute queue. Using an async compute queue pairs��

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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...

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...

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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Martin-Karl Lefrancois <![CDATA[Video Series: Practical Real-Time Ray Tracing With RTX]]> http://www.open-lab.net/blog/?p=12507 2023-02-13T18:06:30Z 2018-10-23T13:00:25Z RTX introduces an exciting and fundamental shift in the way lighting systems work in games and applications. In this video series, NVIDIA Engineers Martin-Karl...]]> RTX introduces an exciting and fundamental shift in the way lighting systems work in games and applications. In this video series, NVIDIA Engineers Martin-Karl...

RTX introduces an exciting and fundamental shift in the way lighting systems work in games and applications. In this video series, NVIDIA Engineers Martin-Karl Lefrancois and Pascal Gautron help you get started with real-time ray tracing. You��ll learn how data and rendering is managed, how acceleration structures and shaders work, and what new components are needed for your pipeline.

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Eric Haines <![CDATA[Fast and Fun: My First Real-Time Ray Tracing Demo]]> http://www.open-lab.net/blog/?p=12228 2023-02-13T17:35:46Z 2018-10-03T13:00:18Z Editor��s note: What happens when a veteran graphics programmer with substantial experience in old-school ray tracing (in other words, offline rendering), gets...]]> Editor��s note: What happens when a veteran graphics programmer with substantial experience in old-school ray tracing (in other words, offline rendering), gets...

Editor��s note: What happens when a veteran graphics programmer with substantial experience in old-school ray tracing (in other words, offline rendering), gets hold of hardware capable of real-time ray tracing? I��m finally convinced. I joined NVIDIA around SIGGRAPH, just as the RTX hardware for ray tracing was announced. I saw the demos, heard the stats, but these didn��t mean a lot to me��

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Sebastien Hillaire <![CDATA[Video Series: Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite]]> http://www.open-lab.net/blog/?p=12209 2022-08-21T23:39:08Z 2018-10-02T13:00:04Z Real-time ray tracing is upon us. Electronic Arts leads the charge in integrating the technology on an engine level. This video series features Sebastien...]]> Real-time ray tracing is upon us. Electronic Arts leads the charge in integrating the technology on an engine level. This video series features Sebastien...

Real-time ray tracing is upon us. Electronic Arts leads the charge in integrating the technology on an engine level. This video series features Sebastien Hillaire, Senior Rendering Engineer at EA/Frostbite. Sebastian discusses real-time raytracing and global illumination (GI) workflows in Frostbite. He explains the context and the current workflows Frostbite uses, then describes the process of��

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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...

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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Ignacio Llamas <![CDATA[Coffee Break Series: Ray Tracing in Games with NVIDIA RTX]]> http://www.open-lab.net/blog/?p=10804 2023-02-13T18:06:39Z 2018-06-21T01:51:15Z Ray tracing will soon revolutionize the way video games look. Ray tracing simulates how rays of light hit and bounce off of objects, enabling developers to...]]> Ray tracing will soon revolutionize the way video games look. Ray tracing simulates how rays of light hit and bounce off of objects, enabling developers to...

Ray tracing will soon revolutionize the way video games look. Ray tracing simulates how rays of light hit and bounce off of objects, enabling developers to create stunning imagery that lives up to the word ��photorealistic��. Ignacio Llamas and Edward Liu from NVIDIA��s real-time rendering software team will introduce you to real-time ray tracing in this series of seven short videos.

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Keith Morley <![CDATA[NVIDIA OptiX Ray Tracing Powered by RTX]]> http://www.open-lab.net/blog/?p=10051 2023-02-13T17:35:56Z 2018-04-02T07:05:29Z Ray Tracing vs Rasterization Conventional 3D rendering has typically used a process called rasterization since the 1990s. Rasterization uses objects created...]]> Ray Tracing vs Rasterization Conventional 3D rendering has typically used a process called rasterization since the 1990s. Rasterization uses objects created...

Conventional 3D rendering has typically used a process called rasterization since the 1990s. Rasterization uses objects created from a mesh of triangles or polygons to represent a 3D model of an object. The rendering pipeline then converts each triangle of the 3D models into pixels on a 2D image plane. These pixels may then be further processed or ��shaded�� before final display on the screen.

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Martin Stich <![CDATA[Introduction to NVIDIA RTX and DirectX Ray Tracing]]> http://www.open-lab.net/blog/?p=9823 2023-10-25T23:54:25Z 2018-03-19T19:04:50Z "Ray tracing is the future, and it always will be!" has been the tongue-in-cheek phrase used by graphics developers for decades when asked whether real-time ray...]]> "Ray tracing is the future, and it always will be!" has been the tongue-in-cheek phrase used by graphics developers for decades when asked whether real-time ray...

��Ray tracing is the future, and it always will be!�� has been the tongue-in-cheek phrase used by graphics developers for decades when asked whether real-time ray tracing will ever be feasible. Everyone seems to agree on the first part: ray tracing is the future. That��s because ray tracing is the only technology we know of that enables the rendering of truly photorealistic images.

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