Next-generation rendering features shown in today’s demo include:
Textured area lights
Ray-traced area light shadows
Ray-traced reflections
Ray-traced ambient occlusion
Cinematic depth of field (DOF)
NVIDIA GameWorks ray tracing denoising
ak5
"The demonstration is powered by NVIDIA’s RTX technology for Volta GPUs, available via Microsoft’s DirectX Ray Tracing API (DXR). An iPad running ARKit is used as a virtual camera to draw focus to fine details in up-close views." While this demonstration exhibits the current ability for various real-time rendering techniques, how much relative improvement is shown when compared to the rendering capabilities of previous years?
Source video: “Reflections” – A Star Wars UE4 Real-Time Ray Tracing Cinematic Demo | By Epic, ILMxLAB, and NVIDIA
From the description:
Next-generation rendering features shown in today’s demo include:
Textured area lights
Ray-traced area light shadows
Ray-traced reflections
Ray-traced ambient occlusion
Cinematic depth of field (DOF)
NVIDIA GameWorks ray tracing denoising
"The demonstration is powered by NVIDIA’s RTX technology for Volta GPUs, available via Microsoft’s DirectX Ray Tracing API (DXR). An iPad running ARKit is used as a virtual camera to draw focus to fine details in up-close views." While this demonstration exhibits the current ability for various real-time rendering techniques, how much relative improvement is shown when compared to the rendering capabilities of previous years?