SCHEDULE

Come hear talks featuring innovations from NVIDIA Research as well as the best customer and developer talks from NVIDIA's 2019 GPU Technology Conference.

SUNDAY 7/28

     
  • 9:00 AM - 12:15 PM
    Are we Done with Ray Tracing?
    Alexander Keller (NVIDIA), Timo Viitanen (NVIDIA), Colin Barré-Brisebois (Electronic Arts), Christoph Schied (Facebook Reality Labs), Morgan McGuire (NVIDIA)
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    Room 403AB
    Courses & Talks

       
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      This course will take a look at how far out the future of ray tracing is, review the state of the art, and identify the current challenges for research. Not surprisingly, it looks like we are not done with ray tracing yet.
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  • 2:00 PM - 5:15 PM
    Path Guiding in Production
    Alexander Keller (NVIDIA), Thomas Müller (NVIDIA), Sebastian Herholz (University of Tübingen), Jaroslav Křivánek (Charles University, PragueRender Legion), Jiří Vorba (Weta Digital), Johannes Hanika (Weta Digital)
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    Room 152
    Courses & Talks

       
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      We share our practical experience with path guiding that we gained from production rendering systems at Weta Digital and the Walt Disney Animation Studios and also from our research in this area. We provide suggestions for important avenues of future research. We also cover introduction to path guiding.
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  • 2:00 PM - 5:15 PM
    Introduction to Real-Time Ray Tracing
    Peter Shirley (NVIDIA), Chris Wyman (NVIDIA)
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    Room 152
    Courses & Talks

       
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      We explain how to create real-time ray tracing systems using the latest GPU and CPU acceleration APIs, including DirectX 12 ray tracing. You will learn to implement a simple photorealistic renderer from scratch in C, and then how to ray trace video game scenes in real time on a GPU.
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  • 2:00 PM - 5:15 PM
    Deep Learning for Content Creation and Real-Time Rendering
    Don Brittain, Principal Engineer, NVIDIA
    Ming-Yu Liu, Principal Research Scientist, NVIDIA
    Chris Hebert, Dev Tech Engineer, NVIDIA
    Jos Stam, Graphics Researcher, NVIDIA
    Simon Yuen, Graphics Researcher, NVIDIA
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    Room 501AB
    Courses & Talks

       
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      Deep learning continues to gather momentum as a critical tool in content creation for both real-time and offline applications. Join NVIDIA's research team to learn about some of the latest applications of deep learning to the creation of realistic environments and lifelike character behavior. Speakers will discuss deep learning technology and their applications to pipelines for film, games, and simulation.
      Introduction: Don Britain, NVIDIA
      A Style-Based Generator Architecture for Generative Adversarial Networks: Ming-Yu Liu, NVIDIA
      Deep Learning - Practical Considerations on the Workstation: Chris Hebert, NVIDIA
      The Adjoint Method Applied to Deep Learning: Jos Stam, NVIDIA
      Deep Learning for Animation - Simon Yuen, NVIDIA
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MONDAY 7/29

  • 10:00 AM - 11:00 AM
    Sharing Physically Based Materials between Renderers with MDL
    Lutz Kettner, Director, Rendering Software and Material Definition, NVIDIA
    Jan Jordan, Software Product Manager MDL, NVIDIA
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    Room 501AB
    Courses & Talks

       
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      We'll discuss the basics of NVIDIA's material definition language, showing how a single material can be used to define matching appearances between different renderers and rendering techniques. End users will learn how physically based definitions can be defined, while developers will learn what's entailed in supporting MDL within their own products or renderers.
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  • 11:00 AM - 12:15 PM
    Progress toward real-time, photo-realistic digital humans.
    Doug Roble, Senior Director of Software R&D, Digital Domain
    Danielle Costa, VP, Visual Effects, Marvel Studio
    Vladimir Mastilovic, Director of Digital Humans, Epic Games
    Simon Yuen, Director, Graphics and AI, NVIDIA
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    Room 501AB
    Courses & Talks

       
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      One of the most famously difficult things to recreate digitally, is a believable human. All of us are experts at detecting the nuances in human faces and movement, making the creation of digital humans incredibly hard to master. How is the industry addressing these challenges today, and what does the future hold for digital humans? Join our panel of industry luminaries as they shed light on the tools and techniques of everything from facial performance and human locomotion, to the future of fully autonomous digital humans capable of two-way dialog and behavior modeling.
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  • 2:00 PM - 5:15 PM
    GPU Ray Tracing for Film and Design
    Steven Parker, Vice President, Professional Graphics, NVIDIA
    Vladimir Koylazov, CTO, Chaos Group
    Eric Enderton, Director, Film Rendering Technology, NVIDIA
    David Hart, Senior Engineer, NVIDIA
    Adrien Herubel, Lead GPU Engineer, Autodesk
    Ignacio Llamas, Director, Real Time Ray Tracing Software, NVIDIA
    Kimball Thurston, Senior Imaging Researcher, Weta Digital
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    Room 501AB
    Courses & Talks

       
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      GPU-accelerated ray tracing is delivering new levels of interactivity and performance to rendering for film and design. Ray tracing leaders from NVIDIA, Autodesk, Chaos Group and Weta Digital will describe how the NVIDIA OptiX API is evolving rapidly, how to get the best performance from it, and how it is being used in production. We will also see how interactive ray tracing is drawing inspiration from real-time ray tracing methods as well as from advanced off-line methods.

      Introduction - Eric Enderton, NVIDIA
      OptiX: A New Look - Steven Parker, NVIDIA
      V-Ray GPU Acceleration with the Latest OptiX - Vladimir Koylazov, Chaos Group
      Texture Paging in OptiX - David Hart, NVIDIA
      Bringing the Arnold Renderer to the GPU - Adrien Herubel, Autodesk
      OptiX Performance Tools and Tricks - David Hart, NVIDIA
      The Omniverse RTX Real-Time Ray Tracer - Ignacio Llamas, NVIDIA
      Interactive Spectral Lighting at Weta Digital - Kimball Thurston (Weta Digital)
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TUESDAY 7/30

  • 9:15 AM - 9:55 AM
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    Room 501AB
    Courses and Talks

       
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      For over 23 years Neoscape has been crafting experiences of built environments for clients around the world. Join us to see how we are using real time raytracing from the lens of Neoscape’s production experience and the impact on the internal design and decision making process, as well as our clients. With the aid of NVIDIA Quadro RTX technology and Lenovo workstations we will deep dive into the process and challenges of Exterior HDRI lighting, large and small office interiors with numerous polygons, and complex shaders created in 3DSmax-Vray imported through UE4 Datasmith. All of this in one of Manhattans newest skyscrapers.
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  • 10:00 AM - 10:25 AM
    Ray Tracing Gems
    Eric Haines, Distinguished Engineer, NVIDIA
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    Booth 1313
    Booth Theater Talk

       
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      Ray tracing is a 50-year-old algorithm that is suddenly new again. While the film industry has embraced this rendering technique, until last year the idea of using it in an interactive setting was limited to high-end systems. With the introduction of Microsoft's DirectX for ray tracing and NVIDIA's RTX GPUs, ray tracing is now viable and affordable for workstations and consumer systems. To help developers, NVIDIA collected 32 technical R&D articles into the new book, "Ray Tracing Gems." As the book's editors, we'll quickly explain each article to help you achieve your rendering goals. When it is available, the book will be a free e-book as well as a hardback.
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  • 11:00 AM - 11:25 AM
    Data Science and the Future of Compute
    Jared Dame, Director of AI and Data Science, HP
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    Booth 1313
    Booth Theater Talk

       
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      TBA
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  • 12:00 PM - 12:25 PM
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    Booth 1313
    Booth Theater Talk

       
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      This talk introduces the Example-Based Workflow, a new perspective on content creation for the Deep Learning era. Today there are Creative AI research projects being revealed month after month, with continuous developments in topics such as Style Transfer, Super Resolution, Texture Synthesis and even fully generative AI's that can create new people or whole scenes from just a few words or a rough sketch. Despite the steady pace of breakthroughs, there's been little discussion around how these prototypes could lead to a new generation of content creation tools for industry. This talk provides a framework by which example data and human intent are used to direct any AI powered automation solution to help people do real work and solve real industry problems. Augmenting the scan and paint based workflows common today, practical examples of new AI enhanced artist tools are shown along with case studies from industry.
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  • 12:30 PM - 12:55 PM
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    Booth 1313
    Booth Theater Talk

       
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      Learn about the innovations from Microsoft and NVIDIA that are enabling you to leverage the cloud to run complex workloads, including high performance simulation, rendering and design with instances powered by Quadro Virtual Workstations. And see how we are making GPU accelerated cloud computing more accessible that ever with Windows Virtual Desktops.
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  • 1:30 PM - 1:55 PM
    Applications of Mesh Shading with Dx12
    Rahul Sathe, Engineering Manager/Senior Director Technology Engineer, NVIDIA
    Manuel Kraemer, Senior Developer Technology Engineer, NVIDIA
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    Booth 1313
    Booth Theater Talk

       
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      For the first time, developers can have complete control over geometry processing. With programmable mesh shaders, NVIDIA reinvents the GPU rasterization pipeline. As a practical application showcase, we will use the advanced culling and level-of-detail techniques that were used in the making of the Asteroids demo. We will also present the latest results of our research in the application of mesh shaders to dynamic tessellation algorithms.
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  • 2:00 PM - 2:25 PM
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    Booth 1313
    Booth Theater Talk

       
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      TBA
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  • 2:30 PM - 2:55 PM
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    Booth 1313
    Booth Theater Talk

       
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      Verizon will talk about how they created a real time rendering pipeline and raytracer on the Edge Cloud using 5G, Unreal Engine and Nvidia RTX. These developments are now enabling high end RTX experiences on mobile phones and limited compute devices. The team will show the rendering pipeline, edge management system and Unreal Engine plugin that brings next generation experiences to customers.
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      We'll share our vision for the future of GPU rendering and discuss how it will affect gaming, VFX, media, and design in the 2020s and beyond. We'll provide a deep dive into how AI and RTX ray tracing hardware are driving the roadmap for OctaneRender and detail its evolving real-time integrations into Unity and Unreal Engine. Learn about OTOY's ongoing work with Light Field Lab and how the partnership will deliver groundbreaking commercial holographic displays and a media ecosystem in the 2020s. We'll also cover the goals and challenges of deploying a fully decentralized GPU ray tracing, compute, and streaming platform through OTOY's RNDR blockchain network.
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  • 3:30 PM - 3:55 PM
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    Booth 1313
    Booth Theater Talk

       
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      Human Engine uses recent advances in artificial intelligence, standard software automation and limited 3D-artist input to produce high-end, custom-made virtual humans at a lower cost. Our goal is to help game developers (or in general anyone who needs 3D virtual humans for their project) get access to high-end tools such as photogrammetry, volumetric capture and machine learning. We start with concept art, followed by a casting call in Los Angeles, model/actor selection, 3D-capture in our state-of-the-art photo/video-grammetry rig, and standard CG character creation. Over the past 6 years we have collected a large volume of detailed photogrammetry data of the human face and body, which we use for machine learning applications.
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  • 4:00 PM - 4:25 PM
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    Booth 1313
    Booth Theater Talk

       
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      We'll discuss photo-realistic rendering in modern movie production and present the path that led us to leverage GPUs and CPUs in a new scalable rendering architecture. Learn about RenderMan XPU, Pixar's next-gen physically based production path tracer, and how we solve the problem of heterogeneous compute using a shared code base. We'll also discuss our partnership with NVIDIA to create the technology to enable art and creativity in future feature animation and live-action visual effects blockbusters.
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  • 4:30 PM - 4:55 PM
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    Booth 1313
    Booth Theater Talk

       
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      EFILM, part of the Deluxe Creative group of companies, provides award-winning color finishing services and ground-breaking technology. EFILM sets creative and technology standards in digital color and finishing for features, episodics, new media, and trailers. In this talk, learn how EFILM helps filmmakers realize the creative intent of the film by allowing them to compose a look in camera and maintain it from onset, through dailies, and to DI.
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  • 5:00 PM - 5:25 PM
    3D EXPERIENCE CATIA Adopts RTX
    Xavier Melkonian, CATIA Design Portfolio Director, Dassault Systèmes
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    Booth 1313
    Booth Theater Talk

       
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      This year at Siggraph, Dassault Systèmes is presenting how 3DEXPERIENCE CATIA takes benefit of NVIDIA RTX technology for design review on NVIDIA booth with an actual Renault Dacia production car 3D model. Xavier will present the details of the fully working CATIA proof of concept using both Quadro workstation and RTX Server, allowing accurate design decision making with physically correct geometry, material and rendering accelerated by NVIDIA RTX technology.
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  • 9:00 AM - 9:50 AM
    Applications of Mesh Shading with Dx12
    Rahul Sathe, Engineering Manager/Senior Director Technology Engineer, NVIDIA
    Manuel Kraemer, Senior Developer Technology Engineer, NVIDIA
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    Room 501AB
    Courses & Talks

       
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      For the first time, developers can have complete control over geometry processing. With programmable mesh shaders, NVIDIA reinvents the GPU rasterization pipeline. As a practical application showcase, we will use the advanced culling and level-of-detail techniques that were used in the making of the Asteroids demo. We will also present the latest results of our research in the application of mesh shaders to dynamic tessellation algorithms.
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  • 10:00 AM - 10:25 AM
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    Room 501AB
    Courses & Talks

       
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      Required
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  • 11:00 AM - 12:15 PM
    NVIDIA Omniverse: An Open, USD Based Collaboration Platform for Constructing and Simulating Virtual Worlds
    Michael Kass, Distinguished Engineer, NVIDIA
    Frank DeLise, Senior Director, Product Management, NVIDIA
    Tae-Young Kim, Senior Director, Graphics AI, NVIDIA
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    Room 501AB
    Courses & Talks

       
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      With NVIDIA Omniverse, teams can interactively work together to create, animate, and render 3D worlds using industry-standard creative software. Join our session to see what’s new and explore the modules that make up Omniverse and how they create a seamless experience for end users.
      This will be an interactive session with live demonstrations of real-time collaborative ray tracing on USD content.

      Overview:
      Understand the creative workflows that can be used in Omniverse
      Learn about the modules and open technologies—such as USD, Hydra, Material Definition Language (MDL), and PhysX—that NVIDIA has integrated to create the platform
      Know how to engage with the community to influence the Omniverse roadmap
      Live QA with key architects of Omniverse technology.
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  • 3:00 PM - 4:00 PM
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    Room 501AB
    Courses & Talks

       
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      Join award-winning industry luminaries Rob Legato and Ben Grossmann as they discuss bringing classic filmmaking techniques to complex computer-generated productions like Disney’s “The Lion King”, by employing the use of virtual reality and real-time game engines. Followed by a Q&A.
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WEDNESDAY 7/31

  • 10:00 AM - 10:25 AM
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    Booth 1313
    Booth Theater Talk

       
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      You may already use NVIDIA's cuDNN library to accelerate your deep neural network inference, but are you getting the most out of it to truly unleash the tremendous performance of NVIDIA's newest GPU architectures, Volta and Turing? We'll discuss how to avoid the most common pitfalls in porting your CPU-based inference to the GPU and demonstrate best practices in a step-by-step optimization of an example network, including how to perform graph surgery to minimize computation and maximize memory throughput. Learn how to deploy your deep neural network inference in both the fastest and most memory-efficient way, using cuDNN and Tensor Cores, NVIDIA's revolutionary technology that delivers groundbreaking performance in FP16, INT8 and INT4 inference on Volta and Turing. We will also examine methods for optimization within a streamlined workflow when going directly from traditional frameworks such as TensorFlow to WinML via ONNX.
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  • 10:30 AM - 10:55 AM
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    Booth 1313
    Booth Theater Talk

       
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      Join lead engineer for Arnold GPU, Adrien Herubel, to learn all about Arnold, Autodesk's Academy Award winning production renderer for visual effects in film and feature animation. Adrien will cover how Arnold was instrumental in the shift toward physically-based light transport simulation in production rendering, explore its ability to produce artifact-free images of dynamic scenes with massive complexity efficiently, and share an exclusive peek at the latest developments to Arnold GPU, accelerated by NVIDIA OptiX.
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  • 11:30 AM - 11:55 AM
    Prism & RTX
    Victor Yudin, Lead Software Developer, Technicolor/Mill Film
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    Booth 1313
    Booth Theater Talk

       
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      We'll discuss Prism, a Technicolor initiative to produce a high-end Optix-based path tracer for a fast preview of element, shots or sequences. It incorporates open source technologies like Open Subdivision Surface, Open Shading Language, and Pixar USD to produce a high level of fidelity and realism. We will explain why we chose to develop a modern GPU rendering system and the advantage of using it in collaboration to RTX graphic cards.
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  • 1:30 PM - 1:55 PM
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    Booth 1313
    Booth Theater Talk

       
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      'The Ring Experience' is a breathtaking and unprecedented virtual tour of an iconic Halo Ring installation created for the new immersive touring fan experience Halo: Outpost Discovery. Falcon's Creative Group helmed the creation of this vibrant visual excursion (realized through one continuous shot), overcoming great technical challenges to create a variety of environments, characters, and vehicles, some of which had never been seen before in the Halo franchise. Join Falcon's Director of Technology Saham Ali as he uncovers the ambition, challenges, and successful execution behind this incredible fan experience.
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  • 2:30 PM - 2:55 PM
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    Booth 1313
    Booth Theater Talk

       
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      Learn about the latest features of Redshift, an NVIDIA GPU-Accelerated renderer that is redefining the industry's perception of GPU final-frame rendering. This talk is aimed at industry professionals and software developers who want to learn more about GPU-Accelerated production-quality rendering.
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  • 3:30 PM - 3:55 PM
    Film Restoration & Enhancement with AI
    Huang Shuo, CFS Sense Advanced Counselor, China Film Studio Co.,Ltd
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    Booth 1313
    Booth Theater Talk

       
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      This talk will discuss how we used AI generative methodology to restore the documentary, Amazing China – a film produced for TV now enhanced for the big-screen. After Amazing China, we built a platform called CFS Sense. We used this AI platform to restore and enhance a wide range of TV programs and films in a systematic matter. Also, we used our technology and experience of restoration and enhancement to create an app called “你我当年”. It has helped millions of people all over the world restore and enhance hundreds of millions of photos.
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  • 4:00 PM - 4:55 PM
    Latest RTX Advances in V-Ray GPU
    Phil Miller, VP, Product Management, Chaos Group
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    Booth 1313
    Booth Theater Talk

       
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      The most fully featured GPU renderer, V-Ray GPU, will show its latest results in supporting RT Cores within RTX GPUs, as well as its upcoming support for out of-core for both textures and geometry. The latest and production features in V-Ray Next for Maya and its upcoming progress in V-Ray GPU will also be discussed.
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  • 4:30 PM - 4:55 PM
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    Booth 1313
    Booth Theater Talk

       
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      The latest advances in Project Lavina – the first renderer designed specifically for RTX hardware – will be demonstrated and its use of DXR will be explained. This cutting edge research shows how full scenes from any V-Ray enabled tool can be viewed and combined with no additional authoring in a fully ray traced, real-time environment that is free of any compromises from rasterization.
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  • 5:00 PM - 5:25 PM
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    Booth 1313
    Booth Theater Talk

       
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      Recent years has seen an explosion in Machine Learning (ML) research. The challenge is now to transfer these new algorithms into the hands of artists and TD's in visual effects and animation studios, so that they can start experimenting with ML within their existing pipelines. This talk presents some of the current challenges to experimentation and deployment of ML frameworks in the postproduction industry. It introduces our open-source "ML-Server" client / server system as an answer to enabling rapid prototyping, experimentation and development of ML models in post-production software. Data, code and examples for the system can be found on the GitHub repository page: https://github.com/TheFoundryVisionmongers/nuke-ML-server
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  • 9:00 AM - 10:45 AM
    Real-Time Ray Tracing - Special Topics and Latest Research
    Alexey Panleteev, Principal DevTech Engineer, NVIDIA
    Alex Keller, Director of Research, NVIDIA
    Josef Spjut, Research, NVIDIA
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    Room 501AB
    Courses & Talks

       
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      NVIDIA presents the results of our latest research in real-time ray tracing.

      1. Light at the End of the Ray - Alexey Panleteev, Principal Devtech Engineer (NVIDIA)
      2. Ray-Traced Global Illumination for Games: Massively Parallel Path Space Filtering - Alexander Keller, Director of Research (NVIDIA)
      3. Ray Tracing at 240 Hz. - Josef Spjut, Research (NVIDIA)
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  • 10:00 AM - 10:55 AM
    Adding RTX acceleration to Iray with OptiX
    Lutz Kettner, Director, Rendering Software and Material Definition, NVIDIA
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    Booth 1313
    Booth Theater Talk

       
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      Used in Siemens NX, Dassault Systèmes Catia and Solidworks, along with other leading product design packages, the Iray rendering engine and MDL (Material Definition Language) deliver predictable, simulation-quality photorealistic imagery with full artistic freedom. In this talk we will present our approach to enable NVIDIA RTX technology and RT Cores within Iray. We will present architectural decisions made to leverage the latest version of OptiX and explain what affects performance in practice.
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  • 10:45 AM - 12:15 PM
    Advanced Real Time Ray Tracing Tutorial
    Pawel Koslowski, Devtech Engineer, NVIDIA
    Aurelio Reis, Software Engineering Director, Graphics, NVIDIA
    Evan Hart, Principal Engineer, NVIDIA
    Alex Dunn, Principal Devtech Engineer, NVIDIA
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    Room 501AB
    Courses & Talks

       
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      The Developer Technology team at NVIDIA will share their experience from integrating, debugging, and profiling ray tracing while working with commercial engines and their content pipelines. This session is a good fit for anyone interested in our latest learnings (and how we got to diagnose them) from working on various demos, games, and publicly available engines like Unreal Engine 4 and Unity.
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  • 2:00 PM - 5:15 PM
    Ray Tracing Gems 1.1
    Eric Haines, Distinguished Engineer, NVIDIA
    Alexander Keller, Director of Research, NVIDIA
    Clliford Stein, TBA, Sony Pictures Imageworks
    Alexander Reshetov, Research, NVIDIA
    Matt Pharr, Research, NVIDIA
    Colin Barré-Brisebois, Head of Technology, Electronic Arts
    Joseph Spjut, Research, NVIDIA
    Juan Cañada, Lead Ray Tracing Programmer, Epic Games
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    Room 501AB
    Courses & Talks

       
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      The new book "Ray Tracing Gems" (free electronically) is a collection of 32 articles by experts in the field. Authors of selected articles will discuss their papers and present recent updates to their work.

      1. Introduction – Eric Haines
      2. A Simple Load-Balancing Scheme with High Scaling Efficiency - Alexander Keller, NVIDIA
      3. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections - Alexander Reshetov, NVIDIA
      4. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem - Clifford Stein, Sony Pictures Imageworks
      5. Importance Sampling of Many Lights on the GPU - Matt Pharr, NVIDIA
      6. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising - Juan Cañada, Epic Games
      7. Texture Level of Detail Strategies for Real-Time Ray Tracing - Colin Barré-Brisebois, Electronic Arts
      8. Improving Temporal Antialiasing with Adaptive Ray Tracing - Josef Spjut, NVIDIA
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Thursday 8/1

  • 9:00 AM - 12:15 PM
    My Favorite Samples
    Alexander Keller (NVIDIA), Matt Pharr (NVIDIA), Illiyan Georgiev (Autodesk), Abdalla Ahmed (King Abdulla University of Science and Technology), Per Christensen (Pixar)
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    Theatre 411
    Courses & Talks

       
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      Monte Carlo and quasi-Monte Carlo methods are used in light transport simulation algorithm. The course teaches the sampling algorithms and elaborates on the characteristics of different classes of uniformly-distributed points to help select the points most efficient for a task.
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  • 3:45 PM - 5:15 PM
    RTX Accelerated Ray Tracing with OptiX
    Ingo Wald (NVIDIA), Steve Parker (NVIDIA)
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    Room 153
    Courses & Talks

       
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      This course is aimed at programmers interested in using OptiX to write RTX accelerated ray tracing applications. It will start with the general concepts behind the OptiX API, and then build up to more advanced topics such as how to properly use, and optimize for, the hardware ray tracing cores of modern GPUs.
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  • 10:30 AM - 10:55 AM
    Production GPU Rendering for Captain Marvel
    Hanzhi Tang, Digital Effects Supervisor and Head of Lighting, Digital Domain
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    Booth 1313
    Booth Theater Talk

       
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      Digital Domain used GPU rendering for the first time for final production renders on Captain Marvel. Join Hanzhi Tang as he walks though the shots and sequences, and talks about the speed and benefits of GPU path tracing.
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  • 11:30 AM - 11:55 AM
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    Booth 1313
    Booth Theater Talk

       
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      PocketStudio is a next generation collaborative edition tool to create 3D animated feature film. This talk will present how this tool revealed at Siggraph 2018 and now in beta, heavily relies on NVIDIA RTX technology to bring real-time GPU ray tracing in an easy-to-use interface for professionals, detailing how existing studios in deployment leverages it in their workflow. Entirely built from the ground up for film artists, it would not serve its purpose of lightspeed professional grade rendering without hardware ray tracing made available in NVIDIA Turing boards.
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      The quality gap between real time and offline rendering is narrowing thanks to RTX technology. Modern workflows can allow both VR design review sessions and final marketing renders to come from the same source files without an extra team of artists and redundant software licenses. In this Unreal Engine project breakdown with Theia Interactive, you'll get advanced tips and tricks for planning and executing this efficient new method of delivering the highest quality work for every customer need.
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