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Shaping the Future of Graphics with NVIDIA Technologies in Unreal Engine 5

Nvidia

Evolving from its state-of-the-art use in game engines into a multitude of industries, creators can deliver cutting-edge content, interactive experiences, and immersive virtual worlds. Balancing quality and performance is done by controlling the game’s internal rendering resolution. Deep Learning Anti-Aliasing mode or DLAA.

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Try NVIDIA Game Development SDKs in the Interactive RTX Technology Showcase

Nvidia

RTX Global Illumination provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. NVIDIA Real-Time Denoiser is a spatio-temporal API agnostic denoising library that’s designed to work with low ray per pixel signals.

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Godot 3.3 has arrived, with a focus on optimization and reliability

Mircosoft Game Dev

in January 2020, we switched the development focus towards the upcoming Godot 4.0 , which is a major, compatibility-breaking rewrite of the engine's core and rendering. Dynamic BVH for rendering and GodotPhysics. Rendering: Unified 2D batching. More rendering improvements. Dynamic BVH for rendering and GodotPhysics.

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Leveling Up Graphics and Performance with RTX, DLSS and Reflex at NVIDIA GTC

Nvidia

RTXDI makes this possible while rendering in real time. RTX Global Illumination (RTXGI) Leveraging the power of ray tracing, the RTX Global Illumination (RTXGI) SDK provides scalable solutions to compute multi-bounce indirect lighting without bake times, light leaks, or expensive per-frame costs. Times Square billboards. Version 1.1.30

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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

Preface In the last article , Kylin shared how to add your own post-effect Shader in the custom render pipeline in Cocos Creator 3.8. Simply put, Gaussian blur takes every pixel on an image and processes it with the following process. Final pixel value = sum of all (pixels * weights). name : the effect’s name.

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Q&A: Real-Time Ray Tracing in a Cinematic Scene

Nvidia

Back then, cinematic-quality rendering required computer farms to slowly bake every frame. Back then, cinematic-quality rendering required computer farms to slowly bake every frame overnight—a painstaking process. Path tracing and ray tracing are both rendering techniques, but they have key differences.

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NVIDIA Research: Learning and Rendering Dynamic Global Illumination with One Tiny Neural Network in Real-Time

Nvidia

This is a challenging task, even in cinematic rendering, because it is difficult to find all the paths of light that contribute meaningfully to an image. Solving this problem through brute force requires hundreds, sometimes thousands of paths per pixel, but this is far too expensive for real-time rendering.