Author Topic: NVIDIA Apollo 11 Demo for Maxwell GPUs  (Read 8289 times)

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JeGX

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NVIDIA Apollo 11 Demo for Maxwell GPUs
« on: November 11, 2014, 05:55:37 PM »
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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.

Download: http://www.nvidia.com/coolstuff/demos#!/apollo-11


nuninho1980

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Re: NVIDIA Apollo 11 Demo for Maxwell GPUs
« Reply #1 on: November 11, 2014, 10:58:40 PM »
Can GTX 750 series run this demo after Fermi and Kepler failed?

oldcrow

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Re: NVIDIA Apollo 11 Demo for Maxwell GPUs
« Reply #2 on: November 12, 2014, 03:33:12 AM »
I tried to run it with my EVGA GTX 750 Ti, and a message box was displayed saying that no "Maxwell GPU" could be found in my system....

JeGX

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Re: NVIDIA Apollo 11 Demo for Maxwell GPUs
« Reply #3 on: November 12, 2014, 12:09:15 PM »
This requires a GM204 GPU (GTX 980/970) due to the use of the following features: Viewport Multicast, Conservative Raster and Tiled Resources.

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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
  duplicating data.

"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.