Directx Raytracing
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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. -
DI PROTECT™ Release Notes 16 December 2019
Release Notes Version 3.0 DI PROTECT™ Release Notes 16 December 2019 © 2019 COPYRIGHT DIGITAL IMMUNITY www.digitalimmunity.com COPYRIGHTS & TRADEMARKS The contents of this document are the ProPerty of Digital Immunity, Inc and are confidential and coPyrighted. Use of the Digital Immunity materials is governed by the license agreement accomPanying the DI Software. Your right to coPy the Digital Immunity Materials and related documentation is limited by coPyright law. Making coPies, adaptations, or comPilation works (excePt coPies for archival PurPoses or as an essential steP in the utilization of the Program in conjunction with the equiPment) without Prior written authorization from Digital Immunity, Inc is Prohibited by law. No distribution of these materials is allowed unless with the exPlicit written consent of Digital Immunity. U.S. Government Restricted Rights (Applicable to U.S. Users Only) Digital Immunity software and documentation is Provided with RESTRICTED RIGHTS. The use, duPlication, or disclosure by the government is subject to restrictions as set forth in Paragraph (c)(l)(ii) of the Rights in Technical Data ComPuter Software clause at DFARS 252.227-7013. The manufacturer of this Software is Digital Immunity, Inc, 60 Mall Road, Suite 309, Burlington, MA 01803. Protected by multiPle Patents. Other Patents Pending. DIGITAL IMMUNITY™ is a registered trademark Protected by trademark laws under U.S. and international law. All other Intellectual brand and Product names are trademarks or registered trademarks of their resPective owners. Product Release: 3.0 Last UPdated: 16 December 2019 © Copyright 2019 by Digital Immunity, Inc. All Rights Reserved DI PROTECT™ Release Notes v3.0 | © 2019 Digital Immunity 1 TABLE OF CONTENTS 1 Introduction ...................................................................................................................... -
Program Details
Home Program Hotel Be an Exhibitor Be a Sponsor Review Committee Press Room Past Events Contact Us Program Details Monday, November 3, 2014 08:30-10:00 MORNING TUTORIALS Track 1: An Introduction to Writing Systems & Unicode Presenter: This tutorial will provide you with a good understanding of the many unique characteristics of non-Latin Richard Ishida writing systems, and illustrate the problems involved in implementing such scripts in products. It does not Internationalization provide detailed coding advice, but does provide the essential background information you need to Activity Lead, W3C understand the fundamental issues related to Unicode deployment, across a wide range of scripts. It has proved to be an excellent orientation for newcomers to the conference, providing the background needed to assist understanding of the other talks! The tutorial goes beyond encoding issues to discuss characteristics related to input of ideographs, combining characters, context-dependent shape variation, text direction, vowel signs, ligatures, punctuation, wrapping and editing, font issues, sorting and indexing, keyboards, and more. The concepts are introduced through the use of examples from Chinese, Japanese, Korean, Arabic, Hebrew, Thai, Hindi/Tamil, Russian and Greek. While the tutorial is perfectly accessible to beginners, it has also attracted very good reviews from people at an intermediate and advanced level, due to the breadth of scripts discussed. No prior knowledge is needed. Presenters: Track 2: Localization Workshop Daniel Goldschmidt Two highly experienced industry experts will illuminate the basics of localization for session participants Sr. International over the course of three one-hour blocks. This instruction is particularly oriented to participants who are Program Manager, new to localization. -
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? -
To: Anthonys Darrylr Cc: Cameronm Tonyw Subject: Re: OLE Date: Wed Apt 29 16:48:08 PDT 1992
2. Maples is really interested in having the Mac presented in a positive light at the conference ( as are we all I think). Can we see a copy of the agenda. I don’t think this warrants specific Mac sessions or anything as detailed as that, just some extension of what we discussed today regarding as proposed time frame foF implementation. Maples was interested in distributing 9ome sort of document that would "commit" us to doing this on the Mac. Do either of you have an opinion on that? If we can’t produce something that is solid in this short ti~e frame, I am in favor of not distributing anything. Random info is clearly not what we need floating around at this point. Please advise on this issue. Thanks, Lisa From greqw Fri Nov 30 10:59:44 1990 To: anthonys darrylr Cc: cameronm tonyw Subject: Re: OLE Date: Wed Apt 29 16:48:08 PDT 1992 Date: Fri Nov 30 11:42:20 1990 I will talk with Tony again. The bottomline was that we were not completely convinced that the API changes would he sufficient and would not require changes later after the initial release of the libraries. Therefore, we did not change the existing APIS. If TonyW did not let PhilipL k~1ow when we made the decision to stay with the existing APIs’, then we screwed up. I am willing to jerk the ISVs around if we can convince ourselves that the link management design will be effective. We do not have much time. -
Beginning .NET Game Programming in En
Beginning .NET Game Programming in en DAVID WELLER, ALEXANDRE SANTOS LOBAo, AND ELLEN HATTON APress Media, LLC Beginning .NET Game Programming in C# Copyright @2004 by David Weller, Alexandre Santos Lobao, and Ellen Hatton Originally published by APress in 2004 All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher. ISBN 978-1-59059-319-6 ISBN 978-1-4302-0721-4 (eBook) DOI 10.1007/978-1-4302-0721-4 Trademarked names may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, we use the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. Technical Reviewers: Andrew Jenks, Kent Sharkey, Tom Miller Editorial Board: Steve Anglin, Dan Appleman, Gary Cornell, James Cox, Tony Davis, John Franklin, Chris Mills, Steve Rycroft, Dominic Shakeshaft, Julian Skinner, Jim Sumser, Karen Watterson, Gavin Wray, John Zukowski Assistant Publisher: Grace Wong Project Manager: Sofia Marchant Copy Editor: Ami Knox Production Manager: Kari Brooks Production Editor: JanetVail Proofreader: Patrick Vincent Compositor: ContentWorks Indexer: Rebecca Plunkett Artist: Kinetic Publishing Services, LLC Cover Designer: Kurt Krames Manufacturing Manager: Tom Debolski The information in this book is distributed on an "as is" basis, without warranty. Although every precaution has been taken in the preparation of this work, neither the author(s) nor Apress shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this work. -
NI Vxipc-486 200 Series Windows Manual
Full-service, independent repair center -~ ARTISAN® with experienced engineers and technicians on staff. TECHNOLOGY GROUP ~I We buy your excess, underutilized, and idle equipment along with credit for buybacks and trade-ins. Custom engineering Your definitive source so your equipment works exactly as you specify. for quality pre-owned • Critical and expedited services • Leasing / Rentals/ Demos equipment. • In stock/ Ready-to-ship • !TAR-certified secure asset solutions Expert team I Trust guarantee I 100% satisfaction Artisan Technology Group (217) 352-9330 | [email protected] | artisantg.com All trademarks, brand names, and brands appearing herein are the property o f their respective owners. Find the National Instruments VXIpc-486 Model 566 at our website: Click HERE Getting Started with Your NI-VXI ™ Software for the VXIpc™-486 Model 200/500 Series and Windows bus March 1995 Edition Part Number 320930A-01 © Copyright 1995 National Instruments Corporation. All Rights Reserved. National Instruments Corporate Headquarters 6504 Bridge Point Parkway Austin, TX 78730-5039 (512) 794-0100 Technical support fax: (800) 328-2203 (512) 794-5678 Branch Offices: Australia (03) 879 9422, Austria (0662) 435986, Belgium 02/757.00.20, Canada (Ontario) (519) 622-9310, Canada (Québec) (514) 694-8521, Denmark 45 76 26 00, Finland (90) 527 2321, France (1) 48 14 24 24, Germany 089/741 31 30, Italy 02/48301892, Japan (03) 3788-1921, Mexico 95 800 010 0793, Netherlands 03480-33466, Norway 32-84 84 00, Singapore 2265886, Spain (91) 640 0085, Sweden 08-730 49 70, Switzerland 056/20 51 51, Taiwan 02 377 1200, U.K. 0635 523545 Limited Warranty The media on which you receive National Instruments software are warranted not to fail to execute programming instructions, due to defects in materials and workmanship, for a period of 90 days from date of shipment, as evidenced by receipts or other documentation. -
Exploiting Hardware-Accelerated Ray Tracing for Monte Carlo Particle Transport with Openmc
Exploiting Hardware-Accelerated Ray Tracing for Monte Carlo Particle Transport with OpenMC Justin Lewis Salmon, Simon McIntosh Smith Department of Computer Science University of Bristol Bristol, U.K. fjustin.salmon.2018, [email protected] Abstract—OpenMC is a CPU-based Monte Carlo particle HPC due to their proliferation in modern supercomputer transport simulation code recently developed in the Computa- designs such as Summit [6]. tional Reactor Physics Group at MIT, and which is currently being evaluated by the UK Atomic Energy Authority for use on A. OpenMC the ITER fusion reactor project. In this paper we present a novel port of OpenMC to run on the new ray tracing (RT) cores in OpenMC is a Monte Carlo particle transport code focussed NVIDIA’s latest Turing GPUs. We show here that the OpenMC on neutron criticality simulations, recently developed in the GPU port yields up to 9.8x speedup on a single node over a Computational Reactor Physics Group at MIT [7]. OpenMC 16-core CPU using the native constructive solid geometry, and is written in modern C++, and has been developed using up to 13x speedup using approximate triangle mesh geometry. Furthermore, since the expensive 3D geometric operations re- high code quality standards to ensure maintainability and quired during particle transport simulation can be formulated consistency. This is in contrast to many older codes, which as a ray tracing problem, there is an opportunity to gain even are often written in obsolete versions of Fortran, and have higher performance on triangle meshes by exploiting the RT grown to become highly complex and difficult to maintain. -
Multi-Hit Ray Tracing in DXR Christiaan Gribble SURVICE Engineering
CHAPTER 9 Multi-Hit Ray Tracing in DXR Christiaan Gribble SURVICE Engineering ABSTRACT Multi-hit ray traversal is a class of ray traversal algorithm that finds one or more, and possibly all, primitives intersected by a ray, ordered by point of intersection. Multi- hit traversal generalizes traditional first-hit ray traversal and is useful in computer graphics and physics-based simulation. We present several possible multi-hit implementations using Microsoft DirectX Raytracing and explore the performance of these implementations in an example GPU ray tracer. 9.1 INTRODUCTION Ray casting has been used to solve the visibility problem in computer graphics since its introduction to the field over 50 years ago. First-hit traversal returns information regarding the nearest primitive intersected by a ray, as shown on the left in Figure 9-1. When applied recursively, first-hit traversal can also be used to incorporate visual effects such as reflection, refraction, and other forms of indirect illumination. As a result, most ray tracing APIs are heavily optimized for first-hit performance. Figure 9-1. Three categories of ray traversal. First-hit traversal and any-hit traversal are well-known and often-used ray traversal algorithms in computer graphics applications for effects like visibility (left) and ambient occlusion (center). We explore multi-hit ray traversal, the third major category of ray traversal that returns the N closest primitives ordered by point of intersection (for N ≥ 1). Multi- hit ray traversal is useful in a number of computer graphics and physics-based simulation applications, including optical transparency (right). © NVIDIA 2019 111 E. -
Evaluating the Use of Proxy Geometry for RTX-Based Ray Traced Diffuse Global Illumination
Evaluating the Use of Proxy Geometry for RTX-based Ray Traced Diffuse Global Illumination Master’s thesis in computer science and engineering Simon Moos Department of Computer Science and Engineering CHALMERS UNIVERSITY OF TECHNOLOGY UNIVERSITY OF GOTHENBURG Gothenburg, Sweden 2020 Master’s thesis 2020 Evaluating the Use of Proxy Geometry for RTX-based Ray Traced Diffuse Global Illumination Simon Moos Department of Computer Science and Engineering Chalmers University of Technology University of Gothenburg Gothenburg, Sweden 2020 Evaluating the Use of Proxy Geometry for RTX-based Ray Traced Diffuse Global Illumination Simon Moos © Simon Moos, 2020. Supervisor: Erik Sintorn, Department of Computer Science and Engineering Examiner: Ulf Assarsson, Department of Computer Science and Engineering Advisor: Magnus Pettersson, RapidImages Master’s Thesis 2020 Department of Computer Science and Engineering Chalmers University of Technology and University of Gothenburg SE-412 96 Gothenburg Telephone +46 31 772 1000 Cover: Visualization of sphere set proxy geometry, with superimposed diffuse global illumination Typeset in LATEX Gothenburg, Sweden 2020 iv Evaluating the Use of Proxy Geometry for RTX-based Ray Traced Diffuse Global Illumination Simon Moos Department of Computer Science and Engineering Chalmers University of Technology Abstract Diffuse global illumination is vital for photorealistic rendering, but accurately eval- uating it is computationally expensive and usually involves ray tracing. Ray tracing has often been considered prohibitively expensive for real-time rendering, but with the new RTX technology it can be done many times faster than what was previously possible. While ray tracing is now faster, ray traced diffuse global illumination is still relatively slow on GPUs, and we see the potential of improving performance on the application-level.