DirectX Ray-Tracing [DXR]

Thanks ... video link removed since it was posted earlier and kept article link which is relatively current.
 
Nvidia adds ray tracing tech to Temporal Anti-Aliasing (TAA)
August 1, 2018
Nvidia researchers have come up with a new Temporal Anti-Aliasing (TAA) method which adds adaptive ray tracing rendering techniques to the mix. The new Adaptive Temporal Anti-Aliasing (ATAA) is primarily an improvement as it adds less blur, and can remove ghosting artefacts from a scene which you might get with TAA. Furthermore, ATAA is fast enough to be implemented in games and was demonstrated by the researchers in Unreal Engine 4.

We introduce a pragmatic algorithm for real-time adaptive supersampling 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 8× supersampling of geometry, shading, and materials while staying within the 33ms frame budget required of most games.
http://hexus.net/tech/news/graphics/120656-nvidia-adds-ray-tracing-tech-temporal-anti-aliasing-taa/
 
Narrated by Epic Games founder and CEO Tim Sweeney showing-time animation render and real-time maniputation in Unreal Engine.
 
Path Tracing is still very far away but Raytracing GI, AO, shadows and reflections can finally fix some ugly and fake looking gamey effects. Raytracing is definitely the future. Without Raytracing game visuals will be more of the same.
 
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