Project SOL is a trilogy of real-time ray tracing demonstrations powered by NVIDIA RTX and running on a single Turing GPU. Real-time ray tracing, the holy grail of graphics, is now possible.
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.
Partnering with Epic Games and ILMxLab, we set out combine RTX and DirectX Raytracing with Unreal Engine 4. We created a demo that achieved, for the first time, truly cinematic lighting _in real-time_ running on a DXG Station with 4 NVIDIA Volta GPUs.
Learn more about it here:
Cinematic Lighting in Unreal Engine 4
At the 2018 Game Developer's Conference, we revealed a new direction for the future of computer graphics: real-time ray tracing, built on RTX and DirectX Raytracing.
During the summer of 2013, I interned at Activision Core Technology East and worked on Call of Duty. I was fortunate to learn from several game development jedis, while contributing to bug fixes and graphics code. Today, Ghosts is still a unique title in the Call of Duty catalog due to its multi-generation multi-platform release and use of dynamic hardware tessellated subdivision surfaces.
See more at: https://www.callofduty.com/ghosts
The right of passage of every graphics programmer: building your own renderer from scratch. Spitfire is the engine I built during graduate school to support my research and coursework. As part of the learning exercise, I implemented classic computer graphics algorithms and created videos of them running in real time.