Game development presentations - a useful reference

Discussion in 'Rendering Technology and APIs' started by liolio, Sep 16, 2009.

  1. metacore

    metacore Newcomer

  2. chris1515

    chris1515 Legend

    https://research.nvidia.com/publication/2019-07_Dynamic-Many-Light-Sampling

    https://research.nvidia.com/sites/default/files/pubs/2019-07_Dynamic-Many-Light-Sampling//MPC19.pdf
     
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  3. jlippo

    jlippo Veteran

    High-Performance Graphics 2019 presentation slides.
    https://www.highperformancegraphics.org/2019/program/

    Some very interesting papers.
    RTX Beyond Ray Tracing: Exploring the Use of Hardware Ray Tracing Cores for Tet-Mesh Point Location
    Distortion-Free Displacement Mapping
    and so on.
     
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  4. Scott_Arm

    Scott_Arm Legend

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  5. MfA

    MfA Legend

    It can't ... rendering is a messy business. The only way to make it slim is with trash performance.

    Pre-filter or go home.
     
  6. chris1515

    chris1515 Legend

    http://advances.realtimerendering.com/s2019/index.htm

    The program of advances in realtime rendering conference next monday the 29th july 2019


     
    Last edited: Jul 26, 2019
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  7. jlippo

    jlippo Veteran

  8. Dictator

    Dictator Regular

    @JoeJ the one presentation mentions wanting LOD in DXR! :D
     
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  9. jlippo

    jlippo Veteran

    Last edited: Jul 30, 2019
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  10. chris1515

    chris1515 Legend

  11. chris1515

    chris1515 Legend

    Last edited: Aug 2, 2019
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  12. MfA

    MfA Legend

    They should beg for ray differentials while they are at it, so it can more usefully select them.
     
  13. chris1515

    chris1515 Legend

  14. corysama

    corysama Newcomer

    Mortal Kombat 11: High Fidelity Cached Sims in RealTime



    via
     
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  15. JoeJ

    JoeJ Veteran

    Yeah, i'm surely not the only one requesting this. But how should it look like? I think it's mainly two related questions:

    1. Do we finally want / need continuous LOD?
    I say yes. E.g. the image in one presentatio0n shows a edgy shadow of a distant round object with low tessellation.
    As we approach more realism in lighting, the shadow will be soft and setting LOD just by distance (ignoring shadows or reflections) would be fine.
    But a hard transition between fixed LODs would still cause popping, and with realistic lighting this could become visible in shadows, reflections and GI. Not sure how hard transitions affect denoising as well.
    Further continuous LOD would help to distribute details to screen better. Actually we often see low details close up, but higher detail than necessary in the distance. Static level geometry often has no LOD at all.

    2. Do we want compatibility with Mesh Shaders?
    Curious if this question could be the motivation for NV to support LOD for RT quickly, but not sure if it makes so much sense.
    If we need to store the geometry in main memory anyways to support RT, it might be better to just write our own geometry processing with compute, update in a time sliced manner and use it for both RT and rasterterization, without a need for mesh / tessellation shaders?
    But the approach "mesh shading -> raster and generate BVH automatically" could make sens too. IDK.


    I wonder how far we could get already now on current hardware.
    What i want is to have static BVH, enlarging the bounds so any continuous or hard change of contained triangles is possible without recalculating BVH from scratch.
    This would require a dynamic number of triangles per node, and the ability to disable BVH nodes at the bottom when decreasing LOD.
    FF units for faster BVH generation would not be necessary.
     
  16. chris1515

    chris1515 Legend

  17. chris1515

    chris1515 Legend



    Machine learning and motion synthesis
     
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  18. pharma

    pharma Veteran

    Vulkan Sessions SIGGRAPH 2019

    Vulkan Raytracing TSG update: Yuriy O'Donnell (Epic Games)
    24:30
    OctaneRender, Light Field Displays, RenderToken Network (RNDR)
    49:10 Jules Urbach (Otoy)
     
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  19. jlippo

    jlippo Veteran

  20. chris1515

    chris1515 Legend

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