NVIDIA Path Tracing SDK v1.0.0

Started by JeGX, March 21, 2023, 06:57:07 PM

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JeGX

QuotePath Tracing SDK is a code sample that strives to embody years of ray tracing and neural graphics research and experience. It is intended as a starting point for a path tracer integration, as a reference for various integrated SDKs, and/or for learning and experimentation.

Features
- DirectX 12 and Vulkan back-ends
- Reference and real-time modes
- Simple BSDF model that is easy to extend
- Simple asset pipeline based on glTF 2.0 (support for a subset of glTF extensions including animation)
- NEE/visibility rays and importance sampling for environment maps with MIS
- Basic volumes and nested dielectrics with priority
- RayCone for texture MIP selection
- Basic analytic lights (directional, spot, point)
- RTXDI integration for ReSTIR DI (light importance sampling) and and ReSTIR GI (indirect lighting)
- OMM integration for fast ray traced alpha testing
- NRD ReLAX and ReBLUR denoiser integration with up to 3-layer path space decomposition (Stable Planes)
- Reference mode 'photo-mode screenshot' with basic OptiX denoiser integration
- Basic TAA, tone mapping, etc.
- Streamline + DLSS integration (coming very soon)


Requirements
- Windows 10 20H1 (version 2004-10.0.19041) or newer
- DXR Capable GPU
- GeForce Game Ready Driver 531.18 or newer
- DirectX 12 or Vulkan API
- DirectX Raytracing 1.1 API, or higher
- Visual Studio 2019 or later

Links:
- Path Tracing SDK @ github
- RTX Path Tracing SDK homepage
- Getting Started with RTX Path Tracing SDK

"NVIDIA Path Tracing SDK demo"