Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and Optix
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Adoption of Sparse 3D Textures for Voxel Cone Tracing in Real Time Global Illumination
Adoption of Sparse 3D Textures for Voxel Cone Tracing in Real Time Global Illumination Igor Aherne, Richard Davison, Gary Ushaw and Graham Morgan School of Computing, Newcastle University, Newcastle upon Tyne, U.K. [email protected] Keywords: Global Illumination, Voxels, Real-time Rendering, Lighting. Abstract: The enhancement of 3D scenes using indirect illumination brings increased realism. As indirect illumination is computationally expensive, significant research effort has been made in lowering resource requirements while maintaining fidelity. State-of-the-art approaches, such as voxel cone tracing, exploit the parallel nature of the GPU to achieve real-time solutions. However, such approaches require bespoke GPU code which is not tightly aligned to the graphics pipeline in hardware. This results in a reduced ability to leverage the latest dedicated GPU hardware graphics techniques. In this paper we present a solution that utilises GPU supported sparse 3D texture maps. In doing so we provide an engineered solution that is more integrated with the latest GPU hardware than existing approaches to indirect illumination. We demonstrate that our approach not only provides a more optimal solution, but will benefit from the planned future enhancements of sparse 3D texture support expected in GPU development. 1 INTRODUCTION bounces with minimal reliance on the specifics of the original 3D mesh in the calculations (thus achieving The realism of a rendered scene is greatly enhanced desirable frame-rates almost independent of the com- by indirect illumination - i.e. the reflection of light plexity of the scene). The approach entails represent- from one surface in the scene to another. -
Parallel Space-Time Kernel Density Estimation
Parallel Space-Time Kernel Density Estimation Erik Saule†, Dinesh Panchananam†, Alexander Hohl‡, Wenwu Tang‡, Eric Delmelle‡ † Dept. of Computer Science, ‡Dept. of Geography and Earth Sciences UNC Charlotte Charlotte, NC, USA Email: {esaule,dpanchan,ahohl,wtang4,eric.delmelle}@uncc.edu Abstract—The exponential growth of available data has these can be constructed, data scientists need to interactively increased the need for interactive exploratory analysis. Dataset visualize and explore the data to understand its structure. can no longer be understood through manual crawling and In this paper, we present the space-time kernel density simple statistics. In Geographical Information Systems (GIS), the dataset is often composed of events localized in space and estimation application which essentially builds a 3D density time; and visualizing such a dataset involves building a map map of events located in space and time. This problem is of where the events occurred. computationally expensive using existing algorithms. That We focus in this paper on events that are localized among is why we developed better sequential algorithms for this three dimensions (latitude, longitude, and time), and on com- problem that reduced the complexity by orders of magnitude. puting the first step of the visualization pipeline, space-time kernel density estimation (STKDE), which is most computa- And to bring the runtime in the realm of near real-time, we tionally expensive. Starting from a gold standard implementa- designed parallel strategies for shared memory machines. tion, we show how algorithm design and engineering, parallel Section II presents the STKDE application along with a decomposition, and scheduling can be applied to bring near reference implementation that uses a voxel-based algorithm real-time computing to space-time kernel density estimation. -
V2a Neurons Pattern Respiratory Muscle Activity in Health and Disease
V2a Neurons Pattern Respiratory Muscle Activity in Health and Disease by Victoria N. Jensen A dissertation submitted to the University of Cincinnati in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Cincinnati College of Medicine Neuroscience Graduate Program December 2019 Committee Chairs Mark Baccei, Ph.D. Steven Crone, Ph.D. i Abstract Respiratory failure is the leading cause of death in in amyotrophic lateral sclerosis (ALS) patients and spinal cord injury patients. Therefore, it is important to identify neural substrates that may be targeted to improve breathing following disease and injury. We show that a class of ipsilaterally projecting, excitatory interneurons located in the brainstem and spinal cord – V2a neurons – play key roles in controlling respiratory muscle activity in health and disease. We used chemogenetic approaches to increase or decrease V2a excitability in healthy mice and following disease or injury. First, we showed that silencing V2a neurons in neonatal mice caused slow and irregular breathing. However, silencing V2a neurons in adult mice did not alter the regularity of respiration and actually increased breathing frequency, suggesting that V2a neurons play different roles in controlling breathing at different stages of development. V2a neurons also pattern respiratory muscle activity. Our lab has previously shown that increasing V2a excitability activates accessory respiratory muscles at rest in healthy mice. Surprisingly, we show that silencing V2a neurons also activated accessory respiratory muscles. These data suggest that two types of V2a neurons exist: Type I V2a neurons activate accessory respiratory muscles at rest whereas Type II V2a neurons prevent their activation when they are not needed. -
Ank Register Volume Lxvix, No
ANK REGISTER VOLUME LXVIX, NO. 11. RED BANK, N. J., THURSDAY, SEPTEMBER 5,1946. SECTION ONE—PAGES 1 TO ll Gold Wrist Watch Eisner Company To Preach His JCP & L Treasurer Present Race Prizes Gift To Rector River Plaza Roads At tbe close of last Sunday morn- Has Jobs Open j Final Sermons Ing's service at St. John's, chapel. At M.B.C. Dance Little Sliver, Rev. Robert H. An- For 160 Veterans At St. George's Resurfaced Gtatii derson received a gold wrist watch in appreciation of his tbree years of service at tbe chapel. New Program For Rev. H. Fairfield Butt, Janet Boynton Is Awarded The gift was presented by Dan- Edwin H. Brasch Pays $1,400 iel S. Weigand on behalf of the ves- G. I.'s Now In III, Will Say Farewell Good Sportsmanship Trophy try and congregation and carried To McDowell Firm For Work with it their very best wishes. A Full Operation To Rumson Sunday large bouquet of gladioli was sent Highlighting the presentation ol As the result of an Investigation jor portion of the county's roft&i to Mrs. Anderson by members of Slgmund Eisner company planta prizes won In the Monmouth Boat Rev. H. Falrfleld Butt, Jd, 'rec- by The Register, Edwin H. Brasch work, had completed a the altar guild. in Red Bank, Freehold, Keansburg club season's sailboat races, which tor of St. George's-by-the-Rlver, will of Nutswamp road, Middletown made job at River Plaza. Mr,; Highlands Asks The rector has assumed his new and South Amlboy have immediate took place Monday night at a danc hold his final service in Rumson township, Monmouth county rood Parkes knew nothing about duties at Trinity Episcopal church, openings for 160 World war 2 vet- given tbe eklppera and crews a next Sunday, September 8. -
Realityserver Installation Guide
RealityServer Êc Web Services 3.1 Installation Guide Document version 1.28 December 8, 2010 Installation Guide Copyright Information c 1986, 2011 NVIDIA Corporation. All rights reserved. This document is protected under copyright law. The contents of this document may not be translated, copied or duplicated in any form, in whole or in part, without the express written permission of NVIDIA Corporation. The information contained in this document is subject to change without notice. NVIDIA Corporation and its employees shall not be responsible for incidental or consequential damages resulting from the use of this material or liable for technical or editorial omissions made herein. NVIDIA, the NVIDIA logo, and DiCE, imatter, iray, mental cloud, mental images, mental matter, mental mesh, mental mill, mental queue, mental ray, Metanode, MetaSL, neuray, Phenomenon, RealityDesigner, RealityPlayer, RealityServer, rendering imagination visible, Shape-By-Shading, and SPM, are trademarks and/or registered trademarks of NVIDIA Corporation. Other product names mentioned in this document may be trademarks or registered trademarks of their respective companies and are hereby acknowledged. Installation, doc. 1.28 c 1986, 2011 NVIDIA Corporation. Table of Contents Table of Contents System Requirements 1 Memory 1 Processors 1 Graphics Card 1 Operating System 4 Network 4 RealityServer Web Services Installation 5 Firewalls 5 Network Buffers 5 Software Protection Manager (SPM) 5 RealityServer Web Services Networking Setup 6 Network Setup 6 c 1986,2011NVIDIACorporation. Installation,doc. 1.28 i Table of Contents ii Installation, doc. 1.28 c 1986, 2011 NVIDIA Corporation. System Requirements— Graphics Card System Requirements Memory Memory requirements greatly depend on the size of the 3D scene, and the number of different scenes concurrently loaded. -
The Order 1886 Full Game Pc Download the Order: 1886
the order 1886 full game pc download The Order: 1886. While Killzone: Shadow Fall and inFAMOUS: Second Son have given us a glimpse of how Sony's popular franchises can be enhanced and expanded on the PlayStation 4, The Order: 1886 is exciting for a completely different reason. This isn't something familiar given a facelift-- this is a totally new project, one whose core ideas and gameplay were born on next-generation hardware. It's interesting, then, that this also serves as the first original game for developer Ready at Dawn. Ideas for The Order originally began forming in 2006 as a project that crafted fiction from real-life history and legends. Indeed, one of the game's more intriguing elements is that mix of fantasy and reality. This alternate-timeline Victorian London is covered in a layer of grit and grime true to that era, contrasted by dirigibles flying through the sky and fantastical weapons used by the game's protagonists, four members of a high-tech (for the times) incarnation of the Knights of the Round Table. That idea of blending different aspects together may be what's most compelling about The Order: 1886 beyond just its premise. The first thing you notice is the game's visual style. There's a cinematic, film-like look to everything, and not only are the overall graphical qualities and camera angles tweaked to reflect that, but The Order also runs in widescreen the entire time--not just during cutscenes like in other games. It's a decision that some have bemoaned, since those top and bottom areas of the screen are now "missing" during game-play. -
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. -
Good Game Game Idea Development Knowledge Value Creation Unique
57-я научная конференция аспирантов, магистрантов и студентов БГУИР, 2021 г CUTTING-EDGE GAME CREATION Maglich I.M. Belarusian State University of Informatics and Radioelectronics, Minsk, Republic of Belarus Liakh Y. V. – Lecturer Annotation. The main features of cutting-edge game creation and several examples of such games are given in this thesis. The terms of idea and imagination and the role of them in game development, as well as the main game development tools are explained. Keywords. Game, idea, imagination, graphics, game engine, soundtrack, mechanics. This thesis demonstrates how a combination of unique value characteristics can be used to create games which stand out from the mass. The most important aspect in creating of a cutting-edge game is an idea. In the dictionary term “idea” is referred to as the ability or gift of forming such conscious ideas or mental images, especially for the purposes of artistic or intellectual creation. The initial idea for a game in an individual’s mind is often brought to the organization as a collection of thoughts untouched, not yet contested via idea sharing practices. The resulting evolving idea moves through organizational knowledge boundaries to which individuals contribute by adding value [1]. The market of computer games is really huge now and the competition is only increasing. That’s why you need good imagination to create an exclusive idea. So, what is your imagination? Imagination is the ability of a person to spontaneously create or deliberately construct images, representations, ideas of objects, which in the life experience of the imagining in a holistic form were not previously perceived or cannot be perceived at all through the senses. -
Numerical Technique for Calculation of Radiant Energy Flux to Targets from Flames
iiii«jiiiin«iitfftaw « ^»gJ>^ j rü t 5wr!TKg t‘‘3v>g>!eaBggMglMgW8ro?ftanW This dissertation has been microfilmed exactly as received 66-1874 I SHAHROKHI, Firouz, 1938- NUMERICAL TECHNIQUE FOR CALCULATION OF RADIANT ENERGY FLUX TO TARGETS FROM FLAMES. The University of Oklahoma, Ph.D., 1966 Engineering, mechanical University Microfilms, Inc., Ann Arbor, Michigan j THE UNIVERSITY OF OKLAHOMA GRADUATE COLLEGE NUMERICAL TECHNIQUE FOR CALCULATION OF RADIANT ENERGY FLUX TO TARGETS FROM FLAMES A DISSERTATION SUBMITTED TO THE GRADUATE FACULTY in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY BY FIROUZ SHAHROKHI Norman, Oklahoma 1965 NUMERICAL TECHNIQUE FOR CALCULATION OF RADIANT ENERGY FLUX TO TARGETS FROM FLAMES DISSERTATION COMMITTEE ABSTRACT This is a study to predict total flux at a given surface from a flame which has a specified shape and. dimen sion. The solution to the transport equation for an absorbing and emitting media has been calculated based on a thermody namic equilibrium and non-equilibrium flame. In the thermodynamic equilibrium case, it is assumed that the cir cumstances are such that at each point in the flame a local temperature T is defined and the volume emission coefficient at that point is given in terms of volume absorption coeffi cient by the Kirchhoff's Law. The flame's monochromatic intensity of volume emission in a thermodynamic equilibrium is assumed to be the product of monochromatic volume extinction coefficient and the black body intensity. In the non-equilibrium case, a measured monochromatic intensity of volume emission of a given flame is used as well as the measured monochromatic volume extinction coefficient. -
Jen-Hsun Huang, Co-Founder & Ceo, Nvidia | Gtc China 2016
THE DEEP LEARNING AI REVOLUTION JEN-HSUN HUANG, CO-FOUNDER & CEO, NVIDIA | GTC CHINA 2016 GPU DEEP LEARNING BIG BANG ImageNet Classification with Deep Convolutional Neural Networks Alex Krizhevsky Ilya Sutskever Geoffrey e. Hinton University of Toronto University of Toronto University of Toronto NIPS (2012) Deep Learning NVIDIA GPU GPU DEEP LEARNING ACHIEVES “SUPERHUMAN” RESULTS ImageNet — Accuracy % 96% Human Microsoft, Google 3.5% error rate DL 74% Hand-coded CV 2010 2011 2012 2013 2014 2015 2012: Deep Learning researchers 2015: DNN achieves superhuman 2015: Deep Speech 2 achieves worldwide discover GPUs image recognition superhuman voice recognition NVIDIA — “THE AI COMPUTING COMPANY” GPU Computing Computer Graphics Artificial Intelligence ANNOUNCING NEW GRAPHICS SDKS Ansel Volumetric OptiX 4.0 Mental Ray MDL 1.0 In-game Photography Physical Light Models Multi-GPU Ray-Tracing Now GPU-Accelerated! Physically Based Materials Funhouse VR 360 Video 1.0 Iray VR Remote Rendering GVDB Open Source Real-Time Panoramic VR Photorealistic VR Ray Tracing Video Compositing Sparse Volumes for Special Effects NVIDIA VR FUNHOUSE NVIDIA SILICON VALLEY HEADQUARTERS GTC — 25X GROWTH IN GPU DL DEVELOPERS s 16,000 400,000 55,000 • Higher Ed 35% • Australia • Software 19% • China • Internet 15% • Europe • Auto 10% • India 120,000 • Government 5% • Japan • Medical 4% • Japan 3,700 • Korea 2,200 • Finance 4% • United States • United States • Manufacturing 4% (Silicon Valley, D.C.) 2014 2016 2014 2016 2014 2016 4X Attendees 3X GPU Developers 25x Deep Learning -
Decima Engine: Novità Riguardanti Il Motore Grafico
Decima Engine: novità riguardanti il motore grafico Durante la conferenza intitolata “Decima Engine: Advances in Lighting and AA” avvenuta durante l’annuale manifestazione Siggraph nella città di Los Angeles,Carpentier (Guerrilla Games) e Ishiyama (Kojima Productions) hanno sviscerato alcune novità dietro il motore grafico proprietario chiamato appunto Decima Engine. Inizialmente sviluppato dai Guerrilla Games per la serie Killzone, esteso e migliorato per supportare nuovi giochi tra cuiHorizon: Zero Dawn il motore grafico viene oggi condiviso con lo studio Kojima Production – studio di cui il famosissimo Hideo Kojima, sviluppatore e mente della saga Metal Gear Solid, è a capo – che sta in questo momento sviluppando Death Stranding. Gioco che sarà ovviamente (ed è appunto il motivo della condivisione del motore grafico targato Guerrilla) esclusiva Playstation. La sessione di conferenza ricopre vari punti tra cui due in particolare hanno suscitato l’interesse di tutti i partecipanti e sviluppatori di videogiochi. GGX Spherical Area Light e Height Fog. Senza scendere in complicatissime formule matematiche (di cui la conferenza ovviamente era piena zeppa) il primo tratterebbe, per la prima volta in un motore grafico, un nuovo sistema di riflessione della luce che riuscirebbe rispetto al passato a migliorarne l’efficacia dando risultati più naturali specialmente durante rendering effettuati da certe angolazioni. Per i più tecnici ci sarebbero riusciti aggiungendo micro-facet shaders GGX alle AREA Light di forma sferica. L’Height Fog sarebbe invece il risultato della collaborazione con lo studioKojima Production. Questa nuova tecnologia è una customizzazione avvenuta per una esigenza da parte dello studio per il nuovo titolo Death Stranding. Il Decima Engine possedeva già un flessibile sistema di dispersione particellare e atmosferico ma lo studio chiedeva esplicitamente un sistema atmosferico ottimizzato per il rendering fotorealistico. -
GPU Based Cloud Computing
GPU based cloud computing Dairsie Latimer, Petapath, UK Petapath © NVIDIA Corporation 2010 About Petapath Petapath ! " Founded in 2008 to focus on delivering innovative hardware and software solutions into the high performance computing (HPC) markets ! " Partnered with HP and SGI to deliverer two Petascale prototype systems as part of the PRACE WP8 programme ! " The system is a testbed for new ideas in usability, scalability and efficiency of large computer installations ! " Active in exploiting emerging standards for acceleration technologies and are members of Khronos group and sit on the OpenCL working committee ! " We also provide consulting expertise for companies wishing to explore the advantages offered by heterogeneous systems © NVIDIA Corporation 2010 What is Heterogeneous or GPU Computing? x86 PCIe bus GPU Computing with CPU + GPU Heterogeneous Computing © NVIDIA Corporation 2010 Low Latency or High Throughput? CPU GPU ! " Optimised for low-latency ! " Optimised for data-parallel, access to cached data sets throughput computation ! " Control logic for out-of-order ! " Architecture tolerant of and speculative execution memory latency ! " More transistors dedicated to computation © NVIDIA Corporation 2010 NVIDIA GPU Computing Ecosystem ISV CUDA CUDA TPP / OEM Training Development Company Specialist Hardware GPU Architecture Architect VAR CUDA SDK & Tools Customer Application Customer NVIDIA Hardware Requirements Solutions Hardware Architecture © NVIDIA Corporation 2010 Deployment Science is Desperate for Throughput Gigaflops 1,000,000,000