Exploiting Hardware-Accelerated Ray Tracing for Monte Carlo Particle Transport with Openmc
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Peter Shirley, NVIDIA
Course slides, resources, information: intro-to-dxr.cwyman.org Introduction to DirectX Raytracing Welcome & Introductions Chris Wyman, NVIDIA Shawn Hargreaves, Microsoft Peter Shirley, NVIDIA Colin Barré-Brisebois, SEED Course slides, resources, information: intro-to-dxr.cwyman.org Photography & Recording Encouraged 1 Image rendered with our course tutorials: Emerald Square scene from Open Research Content Archive Welcome • Why have this course? 2 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – With people (re)trying ray tracing How many times did you see this image on Twitter?3 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – With people (re)trying ray tracing A simple scene with added ray traced lighting • Now: Widely used API w/ray tracing support – Straightforward sharing of GPU resources – Compelling demos suggest real use cases 4 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – With people (re)trying ray tracing Left: Feasible sample count today in real-time • Now: Widely used API w/ray tracing support – Straightforward sharing of GPU resources – Compelling demos suggest real use cases • Not yet full path traced renderers – Only fast enough for a few rays per pixel – Research needed: reconstruct from low samples Right: Fully converged path tracing5 Welcome • Why have this course? • Microsoft announced DirectX Raytracing at GDC • My Twitter feed blew up – -
'Call of Duty: Modern Warfare' to Support Directx Raytracing on PC
‘Call of Duty: Modern Warfare’ to Support DirectX Raytracing on PC, Powered by NVIDIA GeForce RTX One of the Most Anticipated Games of the Year to Leverage NVIDIA RTX Technology on PC NVIDIA and Activision today announced that NVIDIA is the official PC partner for Call of Duty®: Modern Warfare®, the highly anticipated, all-new title scheduled for release on Oct. 25. NVIDIA is working side by side with developer Infinity Ward to bring real-time DirectX Raytracing (DXR), and NVIDIA® Adaptive Shading gaming technologies to the PC version of the new Modern Warfare. “Call of Duty: Modern Warfare is poised to reset the bar upon release this October,'' said Matt Wuebbling, head of GeForce marketing at NVIDIA. “NVIDIA is proud to partner closely with this epic development and contribute toward the creation of this gripping experience. Our teams of engineers have been working closely with Infinity Ward to use NVIDIA RTX technologies to display the realistic effects and incredible immersion that Modern Warfare offers.'' The most celebrated series in Call of Duty will make its return in a powerful experience reimagined from the ground up. Published by Activision and developed by Infinity Ward, the PC version of Call of Duty: Modern Warfare will release on Blizzard Battle.net. Modern Warfare features a unified narrative experience and progression across an epic, heart-racing, single-player story, an action-packed multiplayer playground, and new cooperative gameplay. “Our work with NVIDIA GPUs has helped us throughout the PC development of Modern Warfare,'' said Dave Stohl, co-studio head at Infinity Ward. “We've seamlessly integrated the RTX features like ray tracing and adaptive shading into our rendering pipeline. -
GPU Developments 2018
GPU Developments 2018 2018 GPU Developments 2018 © Copyright Jon Peddie Research 2019. All rights reserved. Reproduction in whole or in part is prohibited without written permission from Jon Peddie Research. This report is the property of Jon Peddie Research (JPR) and made available to a restricted number of clients only upon these terms and conditions. Agreement not to copy or disclose. This report and all future reports or other materials provided by JPR pursuant to this subscription (collectively, “Reports”) are protected by: (i) federal copyright, pursuant to the Copyright Act of 1976; and (ii) the nondisclosure provisions set forth immediately following. License, exclusive use, and agreement not to disclose. Reports are the trade secret property exclusively of JPR and are made available to a restricted number of clients, for their exclusive use and only upon the following terms and conditions. JPR grants site-wide license to read and utilize the information in the Reports, exclusively to the initial subscriber to the Reports, its subsidiaries, divisions, and employees (collectively, “Subscriber”). The Reports shall, at all times, be treated by Subscriber as proprietary and confidential documents, for internal use only. Subscriber agrees that it will not reproduce for or share any of the material in the Reports (“Material”) with any entity or individual other than Subscriber (“Shared Third Party”) (collectively, “Share” or “Sharing”), without the advance written permission of JPR. Subscriber shall be liable for any breach of this agreement and shall be subject to cancellation of its subscription to Reports. Without limiting this liability, Subscriber shall be liable for any damages suffered by JPR as a result of any Sharing of any Material, without advance written permission of JPR. -
Adding RTX Acceleration to Iray with Optix 7
Adding RTX acceleration to Iray with OptiX 7 Lutz Kettner Director Advanced Rendering and Materials July 30th, SIGGRAPH 2019 What is Iray? Production Rendering on CUDA In Production since > 10 Years Bring ray tracing based production / simulation quality rendering to GPUs New paradigm: Push Button rendering (open up new markets) Plugins for 3ds Max Maya Rhino SketchUp … 2 SIMULATION QUALITY 3 iray legacy ARTISTIC FREEDOM 4 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple GPUs and hosts even in interactive use GTC 2014 19 VCA * 8 Q6000 GPUs 5 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple GPUs and hosts even in interactive use • Two-way path tracing from camera and (opt.) lights 6 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple GPUs and hosts even in interactive use • Two-way path tracing from camera and (opt.) lights • Use NVIDIA Material Definition Language (MDL) 7 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good -
The Growing Importance of Ray Tracing Due to Gpus
NVIDIA Application Acceleration Engines advancing interactive realism & development speed July 2010 NVIDIA Application Acceleration Engines A family of highly optimized software modules, enabling software developers to supercharge applications with high performance capabilities that exploit NVIDIA GPUs. Easy to acquire, license and deploy (most being free) Valuable features and superior performance can be quickly added App’s stay pace with GPU advancements (via API abstraction) NVIDIA Application Acceleration Engines PhysX physics & dynamics engine breathing life into real-time 3D; Apex enabling 3D animators CgFX programmable shading engine enhancing realism across platforms and hardware SceniX scene management engine the basis of a real-time 3D system CompleX scene scaling engine giving a broader/faster view on massive data OptiX ray tracing engine making ray tracing ultra fast to execute and develop iray physically correct, photorealistic renderer, from mental images making photorealism easy to add and produce © 2010 Application Acceleration Engines PhysX • Streamlines the adoption of latest GPU capabilities, physics & dynamics getting cutting-edge features into applications ASAP, CgFX exploiting the full power of larger and multiple GPUs programmable shading • Gaining adoption by key ISVs in major markets: SceniX scene • Oil & Gas Statoil, Open Inventor management • Design Autodesk, Dassault Systems CompleX • Styling Autodesk, Bunkspeed, RTT, ICIDO scene scaling • Digital Content Creation Autodesk OptiX ray tracing • Medical Imaging N.I.H iray photoreal rendering © 2010 Accelerating Application Development App Example: Auto Styling App Example: Seismic Interpretation 1. Establish the Scene 1. Establish the Scene = SceniX = SceniX 2. Maximize interactive 2. Maximize data visualization quality + quad buffered stereo + CgFX + OptiX + volume rendering + ambient occlusion 3. -
RTX Beyond Ray Tracing
RTX Beyond Ray Tracing Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location -Now, let’s run a lot of experiments … I Wald (NVIDIA), W Usher, N Morrical, L Lediaev, V Pascucci (University of Utah) Motivation – What this is about - In this paper: We accelerate Unstructured-Data (Tet Mesh) Volume Ray Casting… NVIDIA Confidential Motivation – What this is about - In this paper: We accelerate Unstructured-Data (Tet Mesh) Volume Ray Casting… - But: This is not what this is (primarily) about - Volume rendering is just a “proof of concept”. - Original question: “What else” can you do with RTX? - Remember the early 2000’s (e.g., “register combiners”): Lots of innovation around “using graphics hardware for non- graphics problems”. - Since CUDA: Much of that has been subsumed through CUDA - Today: Now that we have new hardware units (RTX, Tensor Cores), what else could we (ab-)use those for? (“(ab-)use” as in “use for something that it wasn’t intended for”) NVIDIA Confidential Motivation – What this is about - In this paper: We accelerate Unstructured-Data (Tet Mesh) Volume Ray Casting… - But: This is not what this is (primarily) about - Volume rendering is just a “proof of concept”. - Original question: “What else” can you do with RTX? - Remember the early 2000’s (e.g., “register combiners”): Lots of innovation around “using graphics hardware for non- graphics →problems”.Two main goal(s) of this paper: -a)SinceGet CUDA: readers Much ofto that think has beenabout subsumed the “what through else”s CUDA… - Today: Nowb) Showthat -
RTX-Accelerated Hair Brought to Life with NVIDIA Iray (GTC 2020 S22494)
RTX-accelerated Hair brought to Life with NVIDIA Iray (GTC 2020 S22494) Carsten Waechter, March 2020 What is Iray? Production Rendering on CUDA In Production since > 10 Years Bring ray tracing based production / simulation quality rendering to GPUs New paradigm: Push Button rendering (open up new markets) Plugins for 3ds Max Maya Rhino SketchUp … … … 2 What is Iray? NVIDIA testbed and inspiration for new tech NVIDIA Material Definition Language (MDL) evolved from internal material representation into public SDK NVIDIA OptiX 7 co-development, verification and guinea pig NVIDIA RTX / RT Cores scene- and ray-dumps to drive hardware requirements NVIDIA Maxwell…NVIDIA Turing (& future) enhancements profiling/experiments resulting in new features/improvements Design and test/verify NVIDIA’s new Headquarter (in VR) close cooperation with Gensler 3 Simulation Quality 4 iray legacy Artistic Freedom 5 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple GPUs and hosts even in interactive use • Two-way path tracing from camera and (opt.) lights • Use NVIDIA Material Definition Language (MDL) • NVIDIA AI Denoiser to clean up remaining noise 6 How Does it Work? 99% physically based Path Tracing To guarantee simulation quality and Push Button • Limit shortcuts and good enough hacks to minimum • Brute force (spectral) simulation no intermediate filtering scale over multiple -
Are We Done with Ray Tracing? State-Of-The-Art and Challenges in Game Ray Tracing
Are We Done With Ray Tracing? State-of-the-Art and Challenges in Game Ray Tracing Colin Barré-Brisebois, @ZigguratVertigo SEED – Electronic Arts How did we get here? GDC 2018 – DXR Unveiled “Ray tracing is the future and ever will be” [Electronic Arts, SEED] [Epic Games, NVIDIA, ILMxLAB] [SEED 2018] Real-Time Ray Tracing in Software and Hardware Real-Time Hybrid Ray Tracing in Unreal Engine 4 [https://docs.unrealengine.com/en-US/Engine/Rendering/RayTracing/index.html] [Courtesy of Epic Games, Goodbye Kansas, Deep Forest Films] [Courtesy of Epic Games, Goodbye Kansas, Deep Forest Films] [Tatarchuk 2019, Courtesy of Unity Technologies] Left: real-world footage. Right rendered with Unity [Tatarchuk 2019, Courtesy of Unity Technologies] Left: real-world footage. Right rendered with Unity [Tatarchuk 2019, Courtesy of Unity Technologies] Left: real-world footage. Right rendered with Unity [Tatarchuk 2019, Courtesy of Unity Technologies] [Christophe Schied, NVIDIA Lightspeed Studios™] SIGGRAPH 2019 – Are We Done With Ray Tracing? – State-of-the-Art and Challenges in Game Ray Tracing And many more… ▪ Assetto Corsa ▪ JX3 ▪ Atomic Heart ▪ Mech Warrior V: Mercenaries ▪ Call of Duty: Modern Warfare ▪ Project DH ▪ Cyberpunk 2077 ▪ Stay in the Light ▪ Enlisted ▪ Vampire: The Masquerade – Bloodlines 2 ▪ Justice ▪ Watch Dogs: Legion ▪ Wolfenstein: Youngblood Just the beginning of real-time ray tracing making its way into game products We’re in for a great ride, and the work is not done! This is super exciting! ☺ SIGGRAPH 2019 – Are We Done With Ray Tracing? -
NVIDIA Ampere GA102 GPU Architecture Whitepaper
NVIDIA AMPERE GA102 GPU ARCHITECTURE Second-Generation RTX Updated with NVIDIA RTX A6000 and NVIDIA A40 Information V2.0 Table of Contents Introduction 5 GA102 Key Features 7 2x FP32 Processing 7 Second-Generation RT Core 7 Third-Generation Tensor Cores 8 GDDR6X and GDDR6 Memory 8 Third-Generation NVLink® 8 PCIe Gen 4 9 Ampere GPU Architecture In-Depth 10 GPC, TPC, and SM High-Level Architecture 10 ROP Optimizations 11 GA10x SM Architecture 11 2x FP32 Throughput 12 Larger and Faster Unified Shared Memory and L1 Data Cache 13 Performance Per Watt 16 Second-Generation Ray Tracing Engine in GA10x GPUs 17 Ampere Architecture RTX Processors in Action 19 GA10x GPU Hardware Acceleration for Ray-Traced Motion Blur 20 Third-Generation Tensor Cores in GA10x GPUs 24 Comparison of Turing vs GA10x GPU Tensor Cores 24 NVIDIA Ampere Architecture Tensor Cores Support New DL Data Types 26 Fine-Grained Structured Sparsity 26 NVIDIA DLSS 8K 28 GDDR6X Memory 30 RTX IO 32 Introducing NVIDIA RTX IO 33 How NVIDIA RTX IO Works 34 Display and Video Engine 38 DisplayPort 1.4a with DSC 1.2a 38 HDMI 2.1 with DSC 1.2a 38 Fifth Generation NVDEC - Hardware-Accelerated Video Decoding 39 AV1 Hardware Decode 40 Seventh Generation NVENC - Hardware-Accelerated Video Encoding 40 NVIDIA Ampere GA102 GPU Architecture ii Conclusion 42 Appendix A - Additional GeForce GA10x GPU Specifications 44 GeForce RTX 3090 44 GeForce RTX 3070 46 Appendix B - New Memory Error Detection and Replay (EDR) Technology 49 Appendix C - RTX A6000 GPU Perf ormance 50 List of Figures Figure 1. -
Nx Witness User Manual Contents
User Manual Still need help? Visit us at http://support.networkoptix.com Nx Witness User Manual Contents Table of Contents Working with Nx Witness 1 Opening................................................................................................................................... and Closing Nx Witness Client 1 Connecting................................................................................................................................... to Nx Witness via Web-Client 3 Connecting................................................................................................................................... to Enterprise Controller and Working Offline 4 Launching................................................................................................................................... Nx Witness in Compatibility Mode 7 Introducing................................................................................................................................... User Roles 8 Nx Witness................................................................................................................................... User Interface Overview 9 Main Menu .......................................................................................................................................................... 10 Show ing and ..........................................................................................................................................................Hiding Side Panels 11 Tabs and Layouts......................................................................................................................................................... -
NVIDIA's Opengl Functionality
NVIDIANVIDIA ’’ss OpenGLOpenGL FunctionalityFunctionality Session 2127 | Room A5 | Monday, September, 20th, 16:00 - 17:20 San Jose Convention Center, San Jose, California Mark J. Kilgard • Principal System Software Engineer – OpenGL driver – Cg (“C for graphics”) shading language • OpenGL Utility Toolkit (GLUT) implementer • Author of OpenGL for the X Window System • Co-author of Cg Tutorial Outline • OpenGL’s importance to NVIDIA • OpenGL 3.3 and 4.0 • OpenGL 4.1 • Loose ends: deprecation, Cg, further extensions OpenGL Leverage Cg Parallel Nsight SceniX CompleX OptiX Example of Hybrid Rendering with OptiX OpenGL (Rasterization) OptiX (Ray tracing) Parallel Nsight Provides OpenGL Profiling Configure Application Trace Settings Parallel Nsight Provides OpenGL Profiling Magnified trace options shows specific OpenGL (and Cg) tracing options Parallel Nsight Provides OpenGL Profiling Parallel Nsight Provides OpenGL Profiling Trace of mix of OpenGL and CUDA shows glFinish & OpenGL draw calls OpenGL In Every NVIDIA Business OpenGL on Quadro – World class OpenGL 4 drivers – 18 years of uninterrupted API compatibility – Workstation application certifications – Workstation application profiles – Display list optimizations – Fast antialiased lines – Largest memory configurations: 6 gigabytes – GPU affinity – Enhanced interop with CUDA and multi-GPU OpenGL – Advanced multi-GPU rendering – Overlays – Genlock – Unified Back Buffer for less framebuffer memory usage – Cross-platform • Windows XP, Vista, Win7, Linux, Mac, FreeBSD, Solaris – SLI Mosaic – -
Release Notes for the NVIDIA® Optix™ Ray Tracing Engine
Release Notes for the NVIDIA® OptiX™ ray tracing engine Version 3.0.0 November 2012 Welcome to the latest release of the NVIDIA OptiX ray tracing engine and SDK, with support for all CUDA-capable GPUs. This package contains the libraries required to experience the latest technology for programmable GPU ray tracing, plus pre-compiled samples (with source code) demonstrating a broad range of ray tracing techniques and highlighting basic functionality. Support: The normal path for OptiX support is on NVIDIA's Developer Zone at: https://devtalk.nvidia.com/default/board/90/ If you have any confidential concerns please send your issues directly to [email protected] and they will be addressed by the development team. You can continue to download OptiX from http://developer.nvidia.com/optix-download/ System Requirements (for running binaries referencing OptiX) Graphics Hardware: CUDA capable devices (G80 or later) are supported on GeForce, Quadro, or Tesla class products. Kepler GK104, GK107 and GK110 GPUs are now supported. Multiple devices/GPUs are only supported on “GT200”, “Fermi” and “Kepler” generation GPUs. Out-of-core ray tracing of large datasets is only supported on Quadro and Tesla GPUs. Graphics Driver: The CUDA R300 or later driver is required. The latest drivers available are highly recommended (307.4 or later for Windows, 310.19 for Linux and the CUDA 5.0 driver extension for Mac). For the Mac, the driver extension module supplied with CUDA 5.0 or later will need to be installed. Note that the Linux and Mac drivers can only be obtained from the CUDA 5.0 download page at the moment.