Adam Marrs @acmarrs
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own. visualextract.com Joined April 2010-
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Our GDC update for the nvrtx branch of UE5 is out. Some great work by @Jiayin_Cao in shipping an experimental implementation or ReSTIR GI. Attached video is only lit via emissive surfaces w/ ReSTIR GI.
Ray Tracing games are good books, you can find them free online, but did you know that the kindle version is now free too (if you are into kindle lib)!!! Ray Tracing Gems I: amazon.ca/Ray-Tracing-Ge… Ray Tracing Gems II: amazon.ca/Ray-Tracing-Ge…
Our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now available in the GDC Vault. gdcvault.com/play/1034648/A…
Read our blog to understand how work graphs provide a programming paradigm that enables the GPU to generate work for itself on the fly, offer a solution to game engine problems, and open the path to new creative ideas. #GameDev
RTXGI 2.0 is now available on GitHub and features two radiance caching technologies for improving path traced signal quality: the Spatially Hashed Radiance Cache (SHARC) and the Neural Radiance Cache (NRC). #GDC2024 developer.nvidia.com/rtx/ray-tracin…
Today is the day. If you want to see some cool lighting tech, @acmarrs and I are talking at 4:10 at GDC. 1k+ dynamic lights and GI all at >60 fps built on a branch of UE5.
Excited to talk about how we accomplished real-time path-traced light transport in #UnrealEngine5 with @PixelCurmudgeon at our #GDC2024 Advanced Graphics Summit talk on Monday! See you there: schedule.gdconf.com/session/advanc…
Discover how to bring real-time path-traced lighting to life in #UnrealEngine5 at our #GDC2024 Advanced Graphics Summit. Learn about ReSTIR, the key to complex lighting environments, and gain insights from our integration experiences.
Can Lumen function as part of a path tracer? 🤔 Come see my talk with @acmarrs at GDC for some deeper thoughts. schedule.gdconf.com/session/advanc…
Shipped an update to our NvRTX branch of UE5 yesterday. Offers some pretty cool real-time effects, including semi-transparent shadows.
The latest update to the NVRTX 5.3 branch introduces partial colored transmittance github.com/NvRTX/UnrealEn… I think many #UE5 devs -including myself- will appreciate getting accurate and dynamic colored translucent shadows in real-time without light baking :)
I'll be at GDC this year! @PixelCurmudgeon and I are presenting on Real-Time Path-Traced Light Transport in UE5 at the Advanced Graphics Summit. Add our talk to your #GDC2024 schedule and I'll see you there! schedule.gdconf.com/session/advanc…
Self-contained DirectX Raytracing tutorial landelare.github.io/2023/02/18/dxr…
I made an attempt at a Maths-free, qualitative introduction to ReSTIR for direct illumination, lots of pretty pictures. interplayoflight.wordpress.com/2023/12/17/a-g…
Our friends @EmbarkStudios used (and improved!) RTXGI to deliver dynamic global illumination that works seamlessly with their environmental destruction. The result is insanely cool. Go blow up some walls and see that light bounce☀️ nvidia.com/en-us/geforce/…
NvRTX 5.3 has arrived. Go check it out!
NvRTX 5.2 (NV branch of UE 5.2) is now updated with: ‣ RTXDI enhancements (temporal ReGIR, reduced noise, better convergence in Lumen reflections w/ RTXDI) ‣ DLSS 3.5 ‣ Updated NRD ‣ Bug fixes + more Grab the update and show us what you make! github.com/NvRTX/UnrealEn…
Call for Authors: GPU Zen 3 gpuzen.blogspot.com
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We are making a lot of improvements in UE's rendering pipeline by taking advantages of RTX hardware. It happens on UE NvRTX branch developer.nvidia.com/game-engines/u… Here is the latest ReSTIR GI implementation that we've done in UE5, which lights the scene with only emissive materials
Our GDC update for the nvrtx branch of UE5 is out. Some great work by @Jiayin_Cao in shipping an experimental implementation or ReSTIR GI. Attached video is only lit via emissive surfaces w/ ReSTIR GI.
Our GDC update for the nvrtx branch of UE5 is out. Some great work by @Jiayin_Cao in shipping an experimental implementation or ReSTIR GI. Attached video is only lit via emissive surfaces w/ ReSTIR GI.
Did you hear the news? Tiny Glade DEMO is coming on May 30th! 🙌🏰🐑 We can’t wait for you to sample what we’ve been cooking 👩🍳👨🍳 If you want a little sneak peek of what the demo will contain, we've just published a new post on Steam. PS: turn the sound on for the video 🎶
DirectX State of the Union, GDC 2024 presentation recording, discussing Workgraphs, Direct SR, PIX improvements and SM6.8 additions. gdcvault.com/play/1034738/D…
"RT: Overdrive in Cyberpunk 2077 Ultimate Edition", GDC2024 recording discussing path tracing, temporal/spatial reuse and denoising improvements, the spatially hashed radiance cache implementation and DLSS ray reconstruction. Requires login: nvidia.com/en-us/on-deman…
Even with the dynamic DDGI probe offsets, sometimes they can get stuck in closed tight spots. Now if the scene has a voxelization, the probes can use it to unstuck themselves into the nearest empty voxel:
When using arrays of resources/bindless, it's worth paying attention to index divergence. Even if using thread divergent indices, the compiler will use the index from the first active thread to access a resource, for all threads in the wave, which can cause hard to find bugs 1/3
"Alan Wake 2: A Deep Dive into Path Tracing Technology" GDC 2024 presentation recording, discussing among others BVH creation, ReSTIR DI and path tracing for opaque and transparent materials, shader execution reordering, DLSS (requires account) nvidia.com/en-us/on-deman…
@acmarrs @pointinpolygon @PixelCurmudgeon @Jiayin_Cao Incredible work, congratulations!
@acmarrs @PixelCurmudgeon @Jiayin_Cao @homambahnassi @RichardCowgill Thank you so much, this is perfect. I will absolutely check it out. Have a good day.
Ray Tracing games are good books, you can find them free online, but did you know that the kindle version is now free too (if you are into kindle lib)!!! Ray Tracing Gems I: amazon.ca/Ray-Tracing-Ge… Ray Tracing Gems II: amazon.ca/Ray-Tracing-Ge…
My GDC talk “Ray Tracing in Snowdrop: Scene Representation and Custom BVH” is available on Vault gdcvault.com/play/1034277/R…. My DMs are open so feel free to ask any questions.
Old but still mostly good presentation on stuttering in game graphics: developer.nvidia.com/sites/default/…. Some of the discussed causes make more sense now with knowledge of PSOs and resource transitions/barriers.
Your "Game Developers Conference 2024 presentations have appeared on the GDC Vault" klaxon, just in time for the weekend: gdcvault.com/browse/gdc-24/
Read our blog to understand how work graphs provide a programming paradigm that enables the GPU to generate work for itself on the fly, offer a solution to game engine problems, and open the path to new creative ideas. #GameDev
The first attempt at upgrading the Spatiotemporal Variance Guided Filtering to a ReLAX-style denoising approach for ReSTIR DI didn't go exactly to plan but the results sure are pretty.
@2Sexy4MyGPU Love the color on that! When I was in high school I always wanted a PRS but I ended up getting a double cutaway Les Paul instead. Still have it!
Happening in 1⃣5⃣ minutes. Learn how you can create fully dynamic scenes with path-tracing visuals using the NVIDIA RTX Branch of #UnrealEngine5. 📍Room 3020, West Hall #GDC2024
Learn how you can create fully dynamic scenes with path-tracing visuals using the NVIDIA RTX Branch of #UnrealEngine5. Register for this #GDC2024 session now.