acmarrs's profile picture. Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.

Adam Marrs

@acmarrs

Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.

Pinned

I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe. Download #RTGII here: link.springer.com/book/10.1007/9…

acmarrs's tweet image. I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe.

Download #RTGII here: link.springer.com/book/10.1007/9…

Looks like there's a critical mass of graphics and engine folks on BlueSky, so I've moved over there. Hopefully it sticks! If so, I won't be posting here moving forward. bsky.app/profile/acmarr…


Adam Marrs reposted

NvRTX-5.4 non-preview finally released. Some good cvar/control refactoring (much stuff now available in PPV). Good ReSTIR GI improvements.

PixelCurmudgeon's tweet image. NvRTX-5.4 non-preview finally released. Some good cvar/control refactoring (much stuff now available in PPV). Good ReSTIR GI improvements.

NvRTX 5.4 (Preview) has arrived.

After a delay, we've finally released an nvrtx-5.4 branch for those that want to play with ReSTIR DI & GI in UE5.4. This is just a preview at this point as we're working on some refactoring. github.com/NvRTX/UnrealEn…

PixelCurmudgeon's tweet image. After a delay, we've finally released an nvrtx-5.4 branch for those that want to play with ReSTIR DI & GI in UE5.4.
This is just a preview at this point as we're working on some refactoring.
github.com/NvRTX/UnrealEn…


Fantastic talk by @warheart1 on optimizations and improvements to UE's renderer. Excellent insights and results to learn from. youtube.com/watch?v=WGv_Bj…

acmarrs's tweet card. A Taste of Chocolate: Adding a Rendering Fast Path without Breaking...

youtube.com

YouTube

A Taste of Chocolate: Adding a Rendering Fast Path without Breaking...


Great news - our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now freely available on the GDC Vault. No login required! gdcvault.com/play/1034648/A…

acmarrs's tweet image. Great news - our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now freely available on the GDC Vault. No login required!
gdcvault.com/play/1034648/A…

Adam Marrs reposted

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.


Adam Marrs reposted

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…

_mamoniem's tweet image. 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…
_mamoniem's tweet image. 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…

acmarrs's tweet image. Our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now available in the GDC Vault.

gdcvault.com/play/1034648/A…

Adam Marrs reposted

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


Adam Marrs reposted

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…


Adam Marrs reposted

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.

PixelCurmudgeon's tweet image. 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…

acmarrs's tweet image. 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…

Adam Marrs reposted

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.


Adam Marrs reposted

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…


Adam Marrs reposted

Shipped an update to our NvRTX branch of UE5 yesterday. Offers some pretty cool real-time effects, including semi-transparent shadows.

PixelCurmudgeon's tweet image. Shipped an update to our NvRTX branch of UE5 yesterday. Offers some pretty cool real-time effects, including semi-transparent shadows.

Adam Marrs reposted

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 :)


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