Thanks fro your links. I updated the subject of your topic to be more relevant.
About two months ago our beloved Turrican passed away in a horrible car accident. He was a big part of our community and is still Austrias only overclocking lengend! Out of my sadness and anger I started to work on this project as a virtual monument, something to honour him in our scene. It's an homage to SuperPI, that Turrican benched on every possible platform, an application that calculates pi completely parallelized on a graphics card. So let's get our gear going and do exactly what our Karl showed us in all his years: Bench the hell out of it!
In traditional computer graphics, a light contributes diffuse and specular illumination to any surface that has an unobstructed ray to that light. The images resulting from this technique are characteristically black in unlit regions because this over-simplification fails to account for light reflected from other surfaces in the scene.
To improve visuals, most games describe indirect illumination by pre-computing lighting and storing the result statically in vertex data or textures. The results can look very realistic if the scene remains static, but we want to be able to open doors, move lights, and tear down walls. Clearly games would benefit greatly if we could create a "global illumination" solution that computes direct and indirect lighting in real time.
NVIDIA's VXGI computes indirect light by rendering the scene's lit geometry into a 3D voxel grid, then using that grid as an acceleration structure for computing indirect diffuse light and reflections. Indirect diffuse light is calculated by tracing broad cones through the voxel grid in the direction of the surface normal and accumulating the light from those voxels. Reflections are likewise calculated by tracing through the voxel grid in the direction of the reflection vector.
This new technique is made possible from several new features of GeForce GTX 980 including:
"Viewport Multicast" :
Accelerates the rendering of each triangle into the voxel structure(s)
by broadcasting it to the 6 directional render targets rather than
"Conservative Raster" :
Ensures that each triangle in a voxel's space can contribute to that
voxel even if the triangle does not cross that voxel's sample point.
"Tiled Resources" :
Permits us to create a high resolution 3D Texture but only allocate
memory for those regions that are occupied by voxels.
NVIDIA can now employ Voxelized Global Illumination on Geforce GTX 980 to test the validity of the alleged moon landing media.
It was the peak of the Cold War, and President John F Kennedy responded to years of Russian dominance in space by committing that we would take a man to the moon and back again. With the Apollo 11 mission, that oath was fullfilled.
Or was it?
There are conspiracy theorists who believe that the photos are forgeries because of inconsistencies in the lighting. Why can Buzz Aldrin be seen when he is in a shadow? Why aren’t there any stars? Did we just see a studio light?
Powered by NVIDIA Maxwell™ GPU architecture and Epic’s UE4 and using NVIDIA’s Voxel Global Illumination (or VXGI) we explore the Apollo 11 landing site and put the landmark photo of Buzz Aldrin descending to the moon’s surface to the test.