Adam Marrs
@acmarrs
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
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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…
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…
Attention researchers who want some data to use! blog.activision.com/activision/202…
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…
youtube.com
YouTube
A Taste of Chocolate: Adding a Rendering Fast Path without Breaking...
Our #GDC2024 talk on Real-Time Path Traced Light Transport in UE5 is now available on YouTube: youtu.be/lxRgmZTEBHM?fe…
youtube.com
YouTube
Making Connections: Real-Time Path-Traced Light Transport in Game...
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…
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 #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 :)
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