Game development presentations - a useful reference

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

  1. jlippo

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  2. chris1515

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    Interesting presentation about tools
     
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  3. pharma

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    Rendering Millions of Dynamic Lights in Real-Time
    May 14, 2020

    The NVIDIA research collaboration with the Visual Computing Lab at Dartmouth College allows direct lighting from millions of moving lights with today’s ray budgets. The approach requires no complex light structure, no baking, and no global scene parameterization, yet gives results up to 65x faster than prior state of the art. All lights cast shadows, everything can move arbitrarily, and new emitters can be added dynamically.

    The paper, “Spatiotemporal Reservoir Resampling for Real-Time Ray Tracing with Dynamic Direct Lighting,” provides theoretical and implementation details for the reservoir-based spatiotemporal importance resampling (ReSTIR) technique.

    https://news.developer.nvidia.com/rendering-millions-of-dynamics-lights-in-realtime/
     
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  4. Ike Turner

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    Gears 5 – High-Gear Visuals On Multiple Platforms
    Mike Perzel (PC Rendering Lead - The Coalition)

    Chris Wallis (Rendering Engineer - The Coalition)
    Jordan Logan (AMD)
    Bringing the Gears franchise to the PC is not something the Coalition takes lightly. The PC cannot be a port. It has to be something that meets or exceeds the level of the console products to ensure the fans get the same great experience from the game no matter how they want to play.

    This talk will discuss Direct3D® 12 in general, as well as some of the features that were leveraged to accomplish this goal, such as Async Compute, Tiled Resources, Debugging, Copy Queues, and HDR.


    https://gpuopen.com/video-gears-5/
     
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  5. pharma

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    On Ray Reordering Techniques for Faster GPU Ray Tracing
    May 5, 2020
    https://dl.acm.org/doi/fullHtml/10.1145/3384382.3384534
     
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  6. chris1515

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  7. chris1515

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  8. pharma

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    Implementing Stochastic Levels of Detail with Microsoft DirectX Raytracing
    June 15, 2020

    https://devblogs.nvidia.com/implementing-stochastic-lod-with-microsoft-dxr/
     
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  9. JoeJ

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    Awesome :D
    I expected a big hit due to divergence, and probably it would be if they would use more than just one model. But seems a simple solution and practical. :)

    Edit:
    I felt a bit dumb at first. Why did i miss this simple solution and kept complaining?
    Not sure, but..
    With this solution, the whole path has to use the same lod.
    Because we start the path from the first hit we get from screenspace, we know distance and select this lod from that. Seems fine.
    But what happens if the ray travels a long distance through the whole scene? The distant meshes would not be available at all, because they only have 2 lods either higher or lower.

    So, do i miss something? Does this work only because they use only one model and they have all lod instances at every place?
     
    #529 JoeJ, Jun 16, 2020
    Last edited: Jun 16, 2020
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  10. pharma

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    Creating Optimal Meshes for Ray Tracing
    June 22, 2020
    https://developer.nvidia.com/blog/creating-optimal-meshes-for-ray-tracing/
     
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  11. chris1515

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  12. chris1515

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  13. milk

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    Promising, but I was intrigued by when he shows the alledged sdf representation of the scene, and it looks just as blocky as a bog standard marched voxel volume. It was as blocky and sawtoothy as a voxel representation with rounded corners. I'm not sure he is using actual SDF volumes.



    Check out 02:54
     
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  14. trinibwoy

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    You’re right. The proposed approach would only work for relatively short secondary rays. For objects very far away both LODs will be ignored. E.g. when looking at a mirror with a building far in the distance behind you that building would be missing in the reflection.

    DXR supports specifying an 8-bit instance mask at TLAS build, which is then combined with a per-ray mask to determine whether an instance should be tested for intersection or ignored. Specifically, the two masks are ANDed together. If the result is zero, the instance is ignored.
     
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  15. chris1515

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  16. JoeJ

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    Thanks, i've missed that 'ignoring' detail.
    Also my context when thinking about LOD always is huge open world. But the technique is probably more aimed at characters / dynamic objects LOD.

    Probably he could completely hide the phasing cascade switches by making the blending range over the whole visible range of the cascade. This reduces detail to one half, but i would prefer this over the phasing.
     
  17. Frenetic Pony

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    It's a neat newer version of cone tracing, I follow Godot's dev on twitter and he's been talking about it. Solid results for how cheap it is and how little light leak happens, especially considering there's no temporal component. He wants to keep motion vectors out of the code to keep it simple for people to modify the graphics code for themselves.
     
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  20. chris1515

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    This is impressive. Paper inside the description of the video
     
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