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To get jump started with real-time ray tracing, I’ve made a barebones tutorial application and posted the code on GitHub. Unlike other DirectX Raytracing (DXR) tutorials that are available, this sample code does not use any abstractions on top of the DXR host API. By using the API directly, the focus is on highlighting some of the most important new features, functions, and data structures introduced by real-time GPU ray tracing.

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Selected Publications

RTG: Improving Temporal Antialiasing with Adaptive Ray Tracing Ray Tracing Gems, Chapter 22, 2019.

Chapter PDF Book PDF

RTG: Introduction to DirectX Raytracing Ray Tracing Gems, Chapter 3, 2019.

Chapter PDF Book PDF

Adaptive Temporal Antialiasing High-Performance Graphics, 2018.

Preprint PDF Slides Video

View-Warped Multi-View Soft Shadows for Local Area Lights Journal of Computer Graphics Techniques, 2018.

PDF Code Video JCGT Page

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Selected Talks

The golden era of hybrid ray+raster real-time computer graphics is just around the corner, enabled by the RTX platform and Turing architecture. In this session, learn how to harness the coexistence of hardware accelerated ray tracing and rasterization on the GPU to create the next generation of real-time imagery. Attendees will learn specifics on how to use Turing’s hardware accelerated ray tracing with Microsoft’s DirectX Raytracing (DXR) API, while still benefiting from hard-earned investments in optimized rasterization pipelines.

We introduce a pragmatic algorithm for real-time adaptive super-sampling in games. It extends temporal antialiasing of rasterized images with adaptive ray tracing, and conforms to the constraints of a commercial game engine and today’s GPU ray tracing APIs. The algorithm removes blurring and ghosting artifacts associated with standard temporal antialiasing and achieves quality approaching 16x supersampling of geometry, shading, and materials while staying within the 33ms frame budget required of most games.

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Selected Projects

Project SOL

NVIDIA, ACM SIGGRAPH 2018
NVIDIA, CES 2019

Project SOL is a real-time ray tracing demonstration powered by NVIDIA RTX and running on a single Turing GPU. Real-time ray tracing, the holy grail of graphics, is now possible.



“The Speed of Light” Porsche 911 Speedster Concept

NVIDIA, ACM SIGGRAPH 2018

Partnering with Epic Games and Porsche, we combined RTX and DirectX Raytracing in Unreal Engine 4 and created this beautiful demo featuring real-time ray traced reflections, ambient occlusion, area light shadows, transparency, and global illumination all running in real time on two Turing GPUs.



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