ScepticMatt
Member
Update: The full presentation is now online:
http://nvidia.fullviewmedia.com/gtc2014/S4766.html
Gaming relevant (12:15):
* Curved rendering for Oculus/Morpheus
* Lightfield rendering
* Foveated rendering
* Temporal reprojection + prediction
* Noise filtering
* Cloud gaming via Amazon EC2
My opinion: Well, at least they are ambitious
Original Post
What is path-tracing:
Path tracing uses stochastic simulation to render three-dimensional scenes.
Path tracing physically accurately simulates global illumination, depth of field, motion blur, caustics or ambient occlusion.
Effects that have to be manually added and/or are very hard to do otherwise.
It is used in offline rendering for e.g. motion pictures, advertisement or architecture.
Why the noise?
Path tracing uses a random sampling ray tracing method (Monte Carlo). It needs a very large amount of rays to reduce noise, just like with photons in real photography.
What about the frame rate?
Path tracing is an "unbiased" renderer. Rendering a scene twice as long gives the same result as averaging two renders of the same scene.
So it always has the frame rate you set it too, more rendering power will just reduce noise levels. Four times the power, half the noise.
What is Brigade
An extremely fast GPU path tracer in development by OTOY, specifically designed for real-time applications like video games.
More info here: http://brigade3.com/
Why I think it's important now
Perfect for virtual reality. Path tracing eliminates the need for distortion shaders, and achieves life-like graphics.
Rendering cost reductions thanks foveated rendering make it viable even for modest GPUS.
Though that needs eyetracking while using head mounted displays, still an area of research.
The new video released Mar 28 (at GTC 2014)
Link: https://www.youtube.com/watch?v=BpT6MkCeP7Y
http://nvidia.fullviewmedia.com/gtc2014/S4766.html
Gaming relevant (12:15):
* Curved rendering for Oculus/Morpheus
* Lightfield rendering
* Foveated rendering
* Temporal reprojection + prediction
* Noise filtering
* Cloud gaming via Amazon EC2
My opinion: Well, at least they are ambitious


OTOY said:@JonOlick @ID_AA_Carmack #VR / #oculus display is our focus. Noise filter + dev SDK soon: http://bit.ly/1hKAZyz pic.twitter.com/rUzWf1fQxQ
Original Post
What is path-tracing:
Path tracing uses stochastic simulation to render three-dimensional scenes.
Path tracing physically accurately simulates global illumination, depth of field, motion blur, caustics or ambient occlusion.
Effects that have to be manually added and/or are very hard to do otherwise.
It is used in offline rendering for e.g. motion pictures, advertisement or architecture.
Why the noise?
Path tracing uses a random sampling ray tracing method (Monte Carlo). It needs a very large amount of rays to reduce noise, just like with photons in real photography.
What about the frame rate?
Path tracing is an "unbiased" renderer. Rendering a scene twice as long gives the same result as averaging two renders of the same scene.
So it always has the frame rate you set it too, more rendering power will just reduce noise levels. Four times the power, half the noise.
What is Brigade
An extremely fast GPU path tracer in development by OTOY, specifically designed for real-time applications like video games.
More info here: http://brigade3.com/
Why I think it's important now
Perfect for virtual reality. Path tracing eliminates the need for distortion shaders, and achieves life-like graphics.
Rendering cost reductions thanks foveated rendering make it viable even for modest GPUS.
Though that needs eyetracking while using head mounted displays, still an area of research.
The new video released Mar 28 (at GTC 2014)
Link: https://www.youtube.com/watch?v=BpT6MkCeP7Y