We've made the content and project files for our new Bonsai demo freely available, so you can run it yourself.
Download the project, a developer guide, and even a binary executable of the demo here: developer.nvidia.com/game-engines...
@icare3d.bsky.social
Research scientist in Computer Graphics at NVIDIA Research. This is a personal feed, opinions are my own. @icare3d@mastodon.gamedev.place
We've made the content and project files for our new Bonsai demo freely available, so you can run it yourself.
Download the project, a developer guide, and even a binary executable of the demo here: developer.nvidia.com/game-engines...
Insanely well-made video on EUV photolithography: www.youtube.com/watch?v=B248...
22.09.2025 21:02 β π 8 π 5 π¬ 0 π 0New blog post: developer.nvidia.com/blog/path-tr...
15.05.2025 16:39 β π 29 π 13 π¬ 0 π 0Checking out RTX Mega Geometry in NvRTX 5.6?
Download our Zorah Sample Content pack and you'll get three scenes (including the scene in this image) made by our Lightspeed Art team specifically for RTX Mega Geometry.
Get it here: dlss.download.nvidia.com/demos/zorah/...
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course talks slides online: "Ray Tracing The World of Assassinβs Creed Shadows" by Luc Leblanc and Melino Conte from Ubisoft is now online: advances.realtimerendering.com/s2025/index....
27.08.2025 02:09 β π 47 π 19 π¬ 0 π 0Computer graphics image of a classical building with intricate geometric details in ornaments. Rendering and scene statistics
Anpther major update to our cluster lod ray tracing sample.
Zorah scene available as glTF
raw.githubusercontent.com/nvpro-sample...
BLAS caching github.com/nvpro-sample... BLAS merging github.com/nvpro-sample...
Special thanks to Adam Marrs, Pyarelal Knowles for ideas and Chris Perrella for zorah.
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illuminationβ talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
Most of the slides and course notes for the SIGGRAPH 2025 Physically Based Shading in Theory and practice course are now online, with more to follow:
blog.selfshadow.com/publications...
Graphics Programming weekly - Issue 390 - May 4th, 2025 www.jendrikillner.com/post/graphic...
06.05.2025 14:00 β π 75 π 19 π¬ 1 π 0I recently started tinkering with mesh shaders in my toy engine to get a feel for what is involved in adding support for them and potential performance improvement opportunities and wrote a blog post detailing my findings. interplayoflight.wordpress.com/2025/05/05/m...
05.05.2025 17:33 β π 79 π 22 π¬ 2 π 0Is-there still time to move Siggraph 2026--2028 conferences to Canada (or Europe...!) ? Are remote technical paper presentations doable ? @acmsiggraph.bsky.social
21.03.2025 09:35 β π 12 π 3 π¬ 1 π 0"Zorah" is a showcase of our work on RTX Mega Geometry, ReSTIR PT, and more in UE5. Really happy with the results and astonished at the incredible assets our art team built.
If you are at GDC, come to our talk "Path Tracing Nanite in Zorah" tomorrow to learn more!
www.youtube.com/watch?v=5wbp...
4 weeks to the HPG papers deadline (and 3 to the abstract deadline).
Our call for posters, Hot3D and the student competition are also online and @c0de517e.bsky.social is confirmed as our first keynote speaker.
highperformancegraphics.org/2025/program...
I'm thrilled to share a new JCGT paper, "GPU Friendly Laplacian Texture Blending." It uses simple image processing and computational photography techniques to smoothly blend/layer textures and materials while preserving local contrast and texture details without ghosting or over-blurring. 1/3
19.02.2025 18:00 β π 132 π 35 π¬ 8 π 1AltDevBlogADay was a very interesting site that hosted posts from industry professionals, covering a wide range of topics. Unfortunately it went down about 10 years ago and is accessible only via web archive web.archive.org/web/20140328.... Definitely worth browsing, many still relevant posts.
01.02.2025 11:25 β π 24 π 3 π¬ 1 π 1Thanks to a lot of colleagues' great work, happy to share Vulkan samples for RTX Mega Geometry. They should run on all RTX GPUs using today's new drivers
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
github.com/nvpro-sample...
WIth the Blackwell Whitepaper we are getting more detial about Mega Geometry - long live the CLAS! I have been looking at the added performance (and fidelity) from its usage in Alan Wake 2 and even on older classes of RTX 2000 hardware it is basically "free performance".
29.01.2025 14:21 β π 125 π 11 π¬ 7 π 1NVIDIA Blackwell GB20x Architecture Whitepaper:
images.nvidia.com/aem-dam/Solu...