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
    Colin Barré-Brisebois, Electronic Arts
    Morgan McGuire, NVIDIA
    Timo Viitanen, NVIDIA
    Christoph Schied, Facebook Reality Labs
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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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  • 1:30 PM - 5:30 PM
    Emerging Technologies Booth - Matching Visual Acuity and Prescription: Towards AR for Humans
    Jonghyun Kim, NVIDIA
    Michael Stengel, NVIDIA
    Jui-Yi Wu, NVIDIA
    Ben Boudaoud, NVIDIA
    Kaan Akşit, NVIDIA
    David Luebke, NVIDIA
    Rachel Albert, NVIDIA
    Youngmo Jeong, NVIDIA
    Trey Greer, NVIDIA
    Ward Lopes, NVIDIA
    Zander Majercik, NVIDIA
    Peter Shirley, NVIDIA
    Josef Spjut, NVIDIA
    Morgan McGuire, NVIDIA
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    South Hall K
    Booth 140
    Special Event

       
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      Inspired by human visual perception, we demonstrate two novel wearable augmented reality displays. The first, "Prescription AR," integrates prescription correction in a 5 millimeter-thick image combiner. The second, "Foveated AR," adapts to user gaze by adjusting the resolution and focal depth.
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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 403AB
    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
    Morgan McGuire, 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 [ WATCH NOW ]
    Ming-Yu Liu, Principal Research Scientist, NVIDIA [ WATCH NOW ]
    Chris Hebert, Dev Tech Engineer, NVIDIA [ WATCH NOW ]
    Jos Stam, Graphics Researcher, NVIDIA [ WATCH NOW ][ VIEW PDF ]
    Simon Yuen, Director, Graphics and AI, NVIDIA [ WATCH NOW ][ VIEW PDF ]
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    Room 501AB
    Courses & Talks

       
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      Introduction - Don Britain, NVIDIA

      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.


      A Style-Based Generator Architecture for Generative Adversarial Networks - Ming-Yu Liu, NVIDIA

      We propose an alternative generator architecture for generative adversarial networks, borrowing from style transfer literature. The new architecture leads to an automatically learned, unsupervised separation of high-level attributes (e.g., pose and identity when trained on human faces) and stochastic variation in the generated images (e.g., freckles, hair), and it enables intuitive, scale-specific control of the synthesis. The new generator improves the state-of-the-art in terms of traditional distribution quality metrics, leads to demonstrably better interpolation properties, and also better disentangles the latent factors of variation. To quantify interpolation quality and disentanglement, we propose two new, automated methods that are applicable to any generator architecture. Finally, we introduce a new, highly varied and high-quality dataset of human faces.


      The Adjoint Method Applied to Deep Learning - Jos Stam, NVIDIA

      In this talk I will present the adjoint method –- a general technique of computing gradients of a function or a simulation. This method has applications in many fields such as optimization and machine learning. One example is the popular backpropagation procedure in deep learning. Both the theory behind the technique and the practical implementation details will be provided. An adjointed version of the presenter’s well known 100 lines of C-code fluid solver will be presented. Some examples of controlling rigid body simulations will also be shown. Novel applications of the continuous adjoint method in deep learning will also be mentioned in this talk.


      Deep Learning - Practical Considerations on the Workstation - Chris Hebert, NVIDIA

      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.


      Deep Learning for Animation - Simon Yuen, NVIDIA

      We will dive into the inception of using deep learning for synthesizing animation for human motion at Nvidia. What we have learned, the pros and cons of different techniques, and where we see this technology might be heading towards into the future.


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MONDAY 7/29

  • 9:00 AM - 10:00 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 - 11:00 AM
    Sharing Physically Based Materials between Renderers with MDL [ WATCH NOW ]
    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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  • 10:00 AM - 5:30 PM
    Emerging Technologies Booth - Matching Visual Acuity and Prescription: Towards AR for Humans
    Jonghyun Kim, NVIDIA
    Michael Stengel, NVIDIA
    Jui-Yi Wu, NVIDIA
    Ben Boudaoud, NVIDIA
    Kaan Akşit, NVIDIA
    David Luebke, NVIDIA
    Rachel Albert, NVIDIA
    Youngmo Jeong, NVIDIA
    Trey Greer, NVIDIA
    Ward Lopes, NVIDIA
    Zander Majercik, NVIDIA
    Peter Shirley, NVIDIA
    Josef Spjut, NVIDIA
    Morgan McGuire, NVIDIA
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    South Hall K
    Booth 140
    Special Event

       
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      Inspired by human visual perception, we demonstrate two novel wearable augmented reality displays. The first, "Prescription AR," integrates prescription correction in a 5 millimeter-thick image combiner. The second, "Foveated AR," adapts to user gaze by adjusting the resolution and focal depth.
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  • 11:00 AM - 12:15 PM
    Progress Toward Real-Time, Photo-Realistic Digital Humans [ WATCH NOW ]
    Doug Roble, Senior Director of Software R&D, Digital Domain
    Danielle Costa, VP, Visual Effects, Marvel Studios
    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 [ WATCH NOW ]
    Vladimir Koylazov, CTO, Chaos Group [ WATCH NOW ]
    Eric Enderton, Director, Film Rendering Technology, NVIDIA [ WATCH NOW ]
    David Hart, Senior Engineer, NVIDIA [ WATCH NOW ][ VIEW PDF ] [ WATCH NOW ][ VIEW PDF ]
    Adrien Herubel, Lead GPU Engineer, Autodesk [ WATCH NOW ]
    Ignacio Llamas, Director, Real Time Ray Tracing Software, NVIDIA [ WATCH NOW ][ VIEW PDF ]
    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

  • 9:00 AM - 9:50 AM
    Applications of Mesh Shading with DX12 [ WATCH NOW ]
    Rahul Sathe, Senior Developer 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
    Ray Tracing Gems [ WATCH NOW ][ VIEW PDF ]
    Eric Haines, Distinguished Engineer, NVIDIA
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
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      The new book "Ray Tracing Gems" (http://raytracinggems.com, free electronically) is a collection of 32 articles by experts in the field. The first editor will give a rapid-fire run-through of its contents.
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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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  • 10:00 AM - 5:30 PM
    Emerging Technologies Booth - Matching Visual Acuity and Prescription: Towards AR for Humans
    Jonghyun Kim, NVIDIA
    Michael Stengel, NVIDIA
    Jui-Yi Wu, NVIDIA
    Ben Boudaoud, NVIDIA
    Kaan Akşit, NVIDIA
    David Luebke, NVIDIA
    Rachel Albert, NVIDIA
    Youngmo Jeong, NVIDIA
    Trey Greer, NVIDIA
    Ward Lopes, NVIDIA
    Zander Majercik, NVIDIA
    Peter Shirley, NVIDIA
    Josef Spjut, NVIDIA
    Morgan McGuire, NVIDIA
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    South Hall K
    Booth 140
    Special Event

       
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      Inspired by human visual perception, we demonstrate two novel wearable augmented reality displays. The first, "Prescription AR," integrates prescription correction in a 5 millimeter-thick image combiner. The second, "Foveated AR," adapts to user gaze by adjusting the resolution and focal depth.
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  • 10:30 AM - 11:00 AM
    Adding RTX acceleration to Iray with OptiX [ WATCH NOW ][ VIEW PDF ]
    Lutz Kettner, Director, Rendering Software and Material Definition, NVIDIA
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    Room 501AB
    Courses & Talks

       
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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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  • 11:00 AM - 11:25 AM
    Data Science and the Future of Compute[ WATCH NOW ][ VIEW PDF ]
    Jared Dame, Director of AI and Data Science, HP
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
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      A talk around how data science will evolve to become part of everyday life. Topics will include the role of data at the edge for the consumer to the average person interacting with their surroundings.​
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  • 11:00 AM - 12:15 PM
    NVIDIA Omniverse: An Open, USD Based Collaboration Platform for Constructing and Simulating Virtual Worlds[ WATCH NOW ]
    Michael Kass, Distinguished Engineer, NVIDIA
    Frank DeLise, Senior Director, Product Management, NVIDIA
    Tae-Yong 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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  • 11:30 AM - 11:55 AM
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    Booth 1313 - Innovation Theater Sponsored by HP
    Booth Theater Talk

       
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      Learn how to use the experimental ray tracing features introduced in the 19.3 Unity beta! This talk begins with an overview of DXR, in context of how to use Unity's new API to implement GPU ray tracing. The second half describes the ray tracing features offered by the High-Definition Render Pipeline and how they were implemented. If you're curious about ray tracing works in Unity, but don't want to get bogged down in algorithms, this is the talk for you!
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  • 12:00 PM - 12:25 PM
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    Booth 1313 - Innovation Theater Presented by HP
    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 - Innovation Theater Presented by HP
    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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  • 1:00 PM - 1:25 PM
    An RTX-tra Substance Painter Feature [ WATCH NOW ]
    Nikie Monteleone, Surfacing Artist, DreamWorks Animation TV
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
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      The Surfacing Artist has always been confronted with adapting texture to their 3D content. While Painter has revolutionized 3D painting, getting all the different textures prepared and "baked" for their asset is still a necessary step before and after getting to the actual painting phase. With RTX and hardware accelerated ray tracing now integrated in Painter, times for baking are dramatically reduced, allowing to quickly iterate between modeling and painting phases, much more design iterations and leaving room for actual artistic creativity instead of waiting for long compute times. Nikie will share her first experience with RTX baking in Substance Painter on actual assets and how it impacts her creative workflow.
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  • 1:30 PM - 1:55 PM
    Applications of Mesh Shading with DX12 [ WATCH NOW ]
    Rahul Sathe, Senior Developer Technology Engineer, NVIDIA
    Manuel Kraemer, Senior Developer Technology Engineer, NVIDIA
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    Booth 1313 - Innovation Theater Presented by HP
    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 - Innovation Theater Presented by HP
    Booth Theater Talk

       
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      HP presents its perspective on the future trends and technologies of XR.
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  • 2:00 PM - 3:00 PM
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    Room 501AB
    Courses & Talks

       
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      We describe a fast, scalable technique for ray tracing photorealistic global illumination. It upgrades standard static light probes to both fix light leaks and accelerate them for dynamic run-time ray tracing on any recent GPU. This streamlines art workflow, increases visual fidelity, and lifts lighting restrictions on gameplay. We describe this probe technique along with new implementation details that give a 2x performance increase and heightened image quality over previous versions. We also show how to accelerate ray traced reflections and full GPU path tracing using the same probe data structure, and discuss the road map for this technology."
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  • 2:30 PM - 2:55 PM
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    Booth 1313 - Innovation Theater Presented by HP
    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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  • 2:00 PM - 5:15 PM
    Open Problems in Real-Time Rendering
    Matt Pharr, NVIDIA
    Aaron Lefohn, NVIDIA
    Natalya Tatarchuk, Unity Technologies
    Brian Karis, Epic Games
    Patrick Kelly, Epic Games
    Chris Wyman, NVIDIA
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    Room 408AB
    Coures and Talks

       
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      This year's course explores open issues in supporting real-time ray tracing in production real-time engines, delving into the open challenges in engine architecture design, material level of detail, light management, and the open research problems in bringing unified physically-based light transport to real-time applications and games.
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  • 3:00 PM - 3:25 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
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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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  • 3:00 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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  • 3:30 PM - 3:55 PM
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    Booth 1313 - Innovation Theater Presented by HP
    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 - Innovation Theater Presented by HP
    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 - Innovation Theater Presented by HP
    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
    3DEXPERIENCE CATIA Adopts RTX [ WATCH NOW ]
    Xavier Melkonian, CATIA Design Portfolio Director, Dassault Systèmes
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    Booth 1313 - Innovation Theater Presented by HP
    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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  • 5:30 PM - 5:55 PM
    Autodesk Products & NVIDIA Omniverse [ WATCH NOW ]
    Dave Tyner, XR Thought Leadership Program Manager, Autodesk
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
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      This talk is geared towards 3D professionals from all industries seeking to maximize value from their 3D pipelines. We’ll focus on effortlessly representing cross-industry content in photorealistic visual fidelity while maintaining access to project/object metadata. Autodesk is committed to leveraging advanced technology in the right way to provide value back to our customer’s design, make, and build workflows. We’re excited to show you how Autodesk is partnering with NVIDIA to deliver the next evolutionary leap forward for 3D professionals. Introducing Omniverse: A collaborative real-time data platform connecting toolsets and project stakeholders, at scale, in photorealistic visual fidelity.

      We will demonstrate:
      1. Photorealistic visual fidelity in real-time
      2. Automated, non-destructive data processing
      3. Access to metadata through Pixar’s USD
      4. Stakeholder collaboration across tools
      5. Cross industry workflows
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WEDNESDAY 7/31

  • 9:00 AM - 10:45 AM
    Real-Time Ray Tracing - Special Topics and Latest Research
    Alexey Panteleev, Principal DevTech Engineer, NVIDIA [ WATCH NOW ]
    Alex Keller, Director of Research, NVIDIA [ WATCH NOW ]
    Josef Spjut, Senior Research Scientist, NVIDIA [ WATCH NOW ]
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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 Panteleev, Principal Devtech Engineer (NVIDIA)

        We'll talk about importance sampling and why it is critical for real-time ray tracing applications. Tracing rays towards light sources dramatically reduces noise compared to uniform random sampling, but discovering the light sources may be a non-trivial task. We'll discuss the direct light system used in Quake II RTX, a fully path traced, Vulkan based re-imagining of the hit game from 1997, and potential solutions that may be suitable for other games.

      2. Ray-Traced Global Illumination for Games: Massively Parallel Path Space Filtering - Alexander Keller, Director of Research (NVIDIA)

        Restricting path tracing to a small number of paths per pixel for performance reasons rarely achieves a satisfactory image quality. Using a hash map, we greatly improve the performance of path space filtering, yielding a dramatically better visual quality at interactive frame rates.

      3. Ray Tracing at 240 Hz. - Josef Spjut, Research (NVIDIA)

        We present one technique to combine real time ray tracing with newly available 240 Hz refresh rate monitors so that the computer can collaborate with the human visual system to integrate high quality images and video in the brain. We use a combination of frameless and interleaved rendering concepts together with ideas from temporal antialising algorithms to trade spatial resolution for higher refresh rate and reduced spatiotemporal aliasing.

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  • 10:00 AM - 10:25 AM
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    Booth 1313 - Innovation Theater Presented by HP
    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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  • 10:00 AM - 5:30 PM
    Emerging Technologies Booth - Matching Visual Acuity and Prescription: Towards AR for Humans
    Jonghyun Kim, NVIDIA
    Michael Stengel, NVIDIA
    Jui-Yi Wu, NVIDIA
    Ben Boudaoud, NVIDIA
    Kaan Akşit, NVIDIA
    David Luebke, NVIDIA
    Rachel Albert, NVIDIA
    Youngmo Jeong, NVIDIA
    Trey Greer, NVIDIA
    Ward Lopes, NVIDIA
    Zander Majercik, NVIDIA
    Peter Shirley, NVIDIA
    Josef Spjut, NVIDIA
    Morgan McGuire, NVIDIA
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    South Hall K
    Booth 140
    Special Event

       
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      Inspired by human visual perception, we demonstrate two novel wearable augmented reality displays. The first, "Prescription AR," integrates prescription correction in a 5 millimeter-thick image combiner. The second, "Foveated AR," adapts to user gaze by adjusting the resolution and focal depth.
  •  
  • 10:30 AM - 10:55 AM
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    Booth 1313 - Innovation Theater Presented by HP
    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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  • 10:45 AM - 12:15 PM
    Advanced Real Time Ray Tracing Tutorial [ WATCH NOW ]
    Pawel Kozlowski, 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

       
    •  
       
      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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  • 11:00 AM - 11:25 AM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      How can mixing technologies enhance and strengthen immersion? BackLight will share its experience from 5 years producing XR content for brands and entertainment.​
  •  
  • 11:30 AM - 11:55 AM
    Prism & RTX [ WATCH NOW ]
    Victor Yudin, Lead Software Developer, Technicolor/Mill Film
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    Booth 1313 - Innovation Theater Presented by HP
    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.
  •  
  • 12:00 PM - 12:25 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      Using USD, MDL, and real-time ray-tracing technology to build multi-user workflows with a high visual fidelity in real-time.
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  • 12:30 PM - 12:55 PM
    Fundamentals of Ray Tracing in Unreal Engine [ WATCH NOW ]
    Sean Spitzer, Enterprise Trainer, Unreal Engine, Epic Games
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
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      Starting with Unreal Engine 4.22, ray tracing is available to everyone. This talk will cover Epic's early implementation, which includes features such as ray-traced reflections, soft shadows, ambient occlusion, translucency, sky lights, image-based lighting, and global illumination. Attendees will learn how to use ray tracing to achieve more subtle and accurate effects in their projects
  •  
  • 1:00 PM - 1:25 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
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      Developed by Isotropix, Clarisse iFX is a high-end 3D DCC used by World's best VFX and Animation studios working on Hollywood blockbusters. Powered by a modern architecture and a highly optimized CPU ray-tracer, Clarisse iFX lets artists interactively work on production scenes made of bazillions of polygons. During the past years, Isotropix has been working very closely with NVIDIA to accelerate its raytracer by leveraging the power of RTX through OptiX. In this talk, we will explain how TURING GPU increases ray-tracing performance by orders of magnitude to make Clarisse iFX ray-tracer speed jump from interactive to real-time even on most demanding VFX scenes composed of many billions of polygons. We'll also discuss about the technical challenges we addressed and how we dealt with the trade-off between memory and interactive edits while maintaining a very high level of performance.
  •  
  • 1:30 PM - 1:55 PM
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    Booth 1313 - Innovation Theater Presented by HP
    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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  • 2:00 PM - 5:15 PM
    Ray Tracing Gems 1.1
    Eric Haines, Distinguished Engineer, NVIDIA
    Alexander Keller, Director of Research, NVIDIA [ WATCH NOW ]
    Clifford Stein, Software Engineer, Sony Pictures Imageworks [ WATCH NOW ]
    Alexander Reshetov, Research, NVIDIA [ WATCH NOW ]
    Pierre Moreau, Lund University [ WATCH NOW ]
    Colin Barré-Brisebois, Head of Technology, Electronic Arts [ WATCH NOW ]
    Joseph Spjut, Research, NVIDIA [ WATCH NOW ][ VIEW PDF ]
    Juan Cañada, Lead Ray Tracing Programmer, Epic Games [ WATCH NOW ]
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    Room 501AB
    Courses & Talks

       
    •  
       
      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
  •  
  • 2:30 PM - 2:55 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      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.
  •  
  • 3:00 PM - 3:25 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      Autodesk VRED is the standard software for visualization in the automotive industry. To visualize, evaluate, and showcase digital car prototypes rendering needs to be highly accurate while fast and flexible enough to support design processes driven by rapid iteration. Lukas Faeth, Product Manager for Automotive Visualization at Autodesk, will talk about why those aspects are critical to their customer`s success and how the new NVIDIA Turing technology helped them to overcome a long-standing technical barrier.
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  • 3:30 PM - 3:55 PM
    Film Restoration & Enhancement with AI [ WATCH NOW ]
    Huang Shuo, DaGong Technology, China Film Studio Co.,Ltd
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    Booth 1313 - Innovation Theater Presented by HP
    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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  • 3:45 PM- 5:35 PM
    Foveated AR: Dynamically-Foveated Augmented Reality Display
    Jonghyun Kim, NVIDIA
    Youngmo Jeong, Seoul National University, NVIDIA
    Michael Stengel, NVIDIA
    Kaan Akşit, NVIDIA
    Rachel Albert, NVIDIA
    Ben Boudaoud, NVIDIA
    Trey Greer, NVIDIA
    Joohwan Kim, NVIDIA
    Ward Lopes, NVIDIA
    Alexander Majercik, NVIDIA
    Peter Shirley, NVIDIA
    David Luebke, NVIDIA
    Josef Spjut, Research, NVIDIA
    Morgan McGuire, Distinguished Research Scientist, NVIDIA
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    Room 150/151
    Technical Paper

       
    •  
       
      Our dynamically foveated display for augmented reality motorizes a hi-res varifocal foveal inset display, and a HOE-based all-in-focus peripheral display with a large FOV using on-axis gaze tracking.
  •  
  • 4:00 PM - 4:55 PM
    Latest RTX Advances in V-Ray GPU [ WATCH NOW ]
    Phil Miller, VP, Product Management, Chaos Group
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    Booth 1313 - Innovation Theater Presented by HP
    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.
  •  
  • 4:30 PM - 4:55 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      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.
  •  
  • 5:00 PM - 5:25 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      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
  •  
  • 5:30 PM - 5:55 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      Join Francesco Giordana, MPC Film's Realtime Software Architect on this talk about Genesis, MPC's virtual production platform. MPC Genesis has been designed as a robust multi-user distributed system that incorporates both modern technologies like mixed reality and more traditional techniques like motion capture and camera operation via encoded hardware devices. Francesco will talk about how MPC is improving the quality of the real-time graphics, with a special attention to lighting. He will explain how they started incorporating elements of real-time ray tracing into the platform, from a live link to Renderman XPU and MPC's own OptiX-based path tracer, as well as a hybrid approach based on DXR running inside Unity.
  •  
  • 5:30 PM - 6:00 PM
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    SIGGRAPH Bookseller, Room 403
    Special Event

       
    •  
       
      Meet some of the authors and editors of the book Ray Tracing Gems.
  •  

Thursday 8/1

  • 9:00 AM - 10:30 AM
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    Room 403AB
    Courses & Talks

       
    •  
       
      Foveated displays promise to deliver high-quality visual experiences with reduced power and computation. Although many are excited by this prospect, there is still confusion about what is or isn't a "foveated display." This talk suggests principles of foveation and thoughtful classifications to help the field move forward.
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  • 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

       
    •  
       
      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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  • 10:00 AM - 3:30 PM
    Emerging Technologies Booth - Matching Visual Acuity and Prescription: Towards AR for Humans
    Jonghyun Kim, NVIDIA
    Michael Stengel, NVIDIA
    Jui-Yi Wu, NVIDIA
    Ben Boudaoud, NVIDIA
    Kaan Akşit, NVIDIA
    David Luebke, NVIDIA
    Rachel Albert, NVIDIA
    Youngmo Jeong, NVIDIA
    Trey Greer, NVIDIA
    Ward Lopes, NVIDIA
    Zander Majercik, NVIDIA
    Peter Shirley, NVIDIA
    Josef Spjut, NVIDIA
    Morgan McGuire, NVIDIA
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    South Hall K
    Booth 140
    Special Event

       
    •  
       
      Inspired by human visual perception, we demonstrate two novel wearable augmented reality displays. The first, "Prescription AR," integrates prescription correction in a 5 millimeter-thick image combiner. The second, "Foveated AR," adapts to user gaze by adjusting the resolution and focal depth.
  •  
  • 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 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      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.
  •  
  • 11:30 AM - 11:55 AM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      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.
  •  
  • 12:00 PM - 12:25 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      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.
  •  
  • 12:30 PM - 12:55 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      Rendering a show using GPUs isn't science fiction. Join Graham Peddie to find out how Rocket Science VFX uses NVIDIA GPU technology and AWS to punch above their weight and produce some of the biggest VFX shots on television. From expanding The Expanse, to riding dirty Into The Badlands, Rocket Science is finding new ways to create VFX for episodic programming.
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  • 1:00 PM - 1:25 PM
    VRS for improved VR Performance [ WATCH NOW ][ VIEW PDF ]
    Michael Bergen, VR Global Alliances Manager, NVIDIA
    Vinay Narayan, TBA, HTC
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      TBA
  •  
  • 1:30 PM - 1:55 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      In this talk Vincent Brisebois will share with you NVIDIA resources available to developers. He will show you how to quickly find what you are looking for and how to get help if you are stuck. He will share examples of the types of assets we create to help you do your work and how you can access them. Everything from white papers, source code, blogs, tutorials and webinars. Come learn how you can accelerate your time to success when developing your applications on NVIDIA GPUs.
  •  
  • 2:00 PM - 2:25 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      From rapid urbanization and hyper globalization, to the aging population and rising incomes, the world is changing and with it comes a major skills gap. Join Barbara as she shares HP research into what they term 'megatrends' – and find out why the answer lies in automation through AI and Machine Learning.
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  • 2:00 PM - 3:30 PM
    Deep Convolutional Reconstruction for Gradient-Domain Rendering
    Markus Kettunen, Aalto University
    Erik Härkönen, Aalto University
    Jaakko Lehtinen, Aalto University, NVIDIA
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    Room 150/151
    Technical Paper

       
    •  
       
      While gradient-domain rendering often outperforms standard path tracing, modern denoising methods have, until now, tipped the scales. Our deep reconstruction model improves gradient-domain rendering significantly and reaches a new state-of-the-art.
  •  
  • 2:30 PM - 2:55 PM
    Building a Virtual Studio in the Cloud [ WATCH NOW ]
    Adrian Graham, Cloud Solutions Architect, Google
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      Legacy production methods can't keep up with the global nature of content creation. A Virtual Studio lets you deploy resources where and when you need them in a matter of minutes, rather than weeks, so you can ramp up and down as production ebbs and flows. Now artists and engineers can have powerful virtual workstations powered by NVIDIA RTX GPUs from Google Cloud. They can create photorealistic images and visual effects leveraging the latest visual computing advancements in raytracing, AI, advanced shading and simulation made possible by NVIDIA's Turing architecture. From the cloud, you're also able to visualize and manipulate massive datasets. This session examines the benefits, strategies, and challenges of building a Virtual Studio on Google Cloud Platform, powered by NVIDIA GPUs.
  •  
  • 3:00 PM - 3:25 PM
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    Booth 1313 - Innovation Theater Presented by HP
    Booth Theater Talk

       
    •  
       
      In Flame v2020 - new AI / ML Tools are taking a totally new approach to some of the biggest problems in VFX and Finishing – isolating objects in Z depth, producing accurate 3d normal AOVs for camera acquired human faces, and more. Join us for a live look at how this works from an artist's perspective, and how the latest Nvidia Quadro GPUs accelerate AI / Machine learning tools in a 'hero' application.
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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

       
    •  
       
      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.
  •