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Try NVIDIA Game Development SDKs in the Interactive RTX Technology Showcase

Nvidia

Today, NVIDIA released RTX Technology Showcase – an interactive demo built from NVIDIA’s RTX Unreal Engine 4.26 RTX Technology Showcase project files are also available for further guidance and discovery of the benefits that ray tracing and AI brings to your projects. Branch (NvRTX).

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Game Development – New Resources from GTC 21

Nvidia

You’ll learn how to leverage Nucleus for collaboration, AI for asset tagging, and USD and MDL for ground truth content creation and lighting using ray tracing. Demos RTX Technology Showcase Experience the latest NVIDIA RTX technologies available in Unreal Engine 4. All this can now be captured in real-time with RTXDI.

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Q&A: Looking Back to When 1997’s Quake II Got a Path Tracing Update

Nvidia

As I look back at the history of NVIDIA RTX, now with over 500 RTX games and applications powered by DLSS, ray tracing, and AI-enhanced technologies, I thought it would be a good time to sit down and talk with Alexey Panteleev , an NVIDIA engineer who worked closely on the Quake II RTX project. We didn’t choose Quake II , it chose us.

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NVIDIA RTX, Unreal Engine 5 Define Future of Game Development and Content Creation

Nvidia

In 2018, NVIDIA launched our RTX technology alongside a stunning Star Wars demo called Reflections , which was built on Epic Games’ Unreal Engine 4. Enabling this vision were RTX GPUs with dedicated cores for ray tracing and AI, as well as new hardware capabilities for increased geometric detail and texture streaming.

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Webinar: Top 11 Questions from “Ray Tracing with Unity’s High Definition Render Pipeline”

Nvidia

The recent webinar shares how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project with just a few clicks. The recent webinar shares how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project with just a few clicks.

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GSoC 2019 progress report #1 (part 2)

Mircosoft Game Dev

The main goal of my GSoC project is to completely rewrite the light mapper in Godot and, instead of a voxel approach, use ray tracing to compute the scene lighting. Here you can see the Sponza demo model, with baked direct lighting, and the corresponding light map: Note that this first pass is not taking occlusion into account yet.