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

Nvidia

DLSS uses advanced AI rendering to produce image quality comparable to native resolution, and in some cases even better quality, while only conventionally rendering a fraction of the pixels. It uses ray tracing to provide infinite bounce in indirect lighting, without the need to bake lighting or create multiple light setups for scenes.

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Essential Ray Tracing SDKs for Game and Professional Development

Nvidia

Traditionally, most lighting is baked offline, computing just a handful of “hero” dynamic lights at runtime. RTX Global Illumination (RTXGI) RTXGI provides developers with a scalable solution for multi-bounce indirect lighting without light leakage, time-intensive offline lightmap baking, or expensive per-frame costs.

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

Nvidia

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. Version 1.1.30 allows developers to enable, disable, and rotate individual DDGI volumes.

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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. Six years ago, real-time ray tracing was seen as a pipe dream.

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

Nvidia

Solving this problem through brute force requires hundreds, sometimes thousands of paths per pixel, but this is far too expensive for real-time rendering. They overcome the limited realism of pre-computing “baked” lighting in dynamic worlds and simplify an otherwise tedious lighting design process.