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NVIDIA at GDC 2023: Frame Generation and Path Tracing Tools Now Available Generate frames with the latest breakthrough in AI rendering Announced with the NVIDIA Ada Lovelace architecture, DLSS 3 raised the bar not just for visuals but also performance and responsiveness. Frame generation is the latest evolution. OMM SDK 1.0
Featuring third-generation RayTracing Cores and fourth-generation Tensor Cores, they accelerate games that take advantage of the latest neural graphics and raytracing technology. It multiplies performance using AI to generate frames all while delivering best-in-class image quality and responsiveness.
However, using a configurator in a built environment presents multiple challenges including 3D meshes changing shape, shadows not lining up, and materials reflecting different lighting and colors. DLSS is an AI-powered technology that boosts frame rates and generates sharp images. And DLSS makes real-time raytracing possible.
NVIDIA DLSS Plugin for UE4 DLSS is a deep learning super resolution network that boosts frame rates by rendering fewer pixels and then using AI to construct sharp, higher resolution images. Dedicated computational units on NVIDIA RTX GPUs called Tensor Cores accelerate the AI calculations, allowing the algorithm to run in real-time.
Developers can apply now for access to RTX Direct Illumination (RTXDI), the latest advancement in real-time raytracing. REAL TIME RAYTRACING MADE EASIER RTX Direct Illumination (RTXDI) Imagine adding millions of dynamic lights to your game environments without worrying about performance or resource constraints.
We’ve created a series of introductory videos for NVIDIA technologies in UE5 including: Deep Learning Super Sampling (DLSS) RTX Global Illumination (RTXGI) NVIDIA Reflex NVIDIA Omniverse Connector for UE5 The video below provides an overview for implementing raytracing in Unreal Engine 5. Deep Learning Anti-Aliasing mode or DLAA.
The main goal of my GSoC project is to completely rewrite the light mapper in Godot and, instead of a voxel approach, use raytracing to compute the scene lighting. By adding a simple cache to it, we made it so that light map texture coordinates are only computed when there's an actual change to the geometry of the mesh.
I finished integrating Embree into the engine's build system and also added a simple raytracing API that allows for defining a set of meshes and perform ray intersection tests among them. Finally, the light map results will be improved by applying some artifact reduction techniques and also an AI-based denoiser.
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