12.5.8 : Modelisation / rendering



Monday, Mar 17 9:00 PM - 9:40 PM CET : An Introduction to OpenUSD [S72488]
  • Aaron Luk : Director of Product Management, NVIDIA
  • Slides
  • Express all data need into USD
  • UsdMtlX -> Material X for USD
  • Filling feature gaps (prototyping with custom attribute, and then integrate it into the standard)
  • Making CAD first class cytizen of USD
  • Deformable OK in USD
  • Solidworks does not support USD yet but oops does
  • Expressing the use of the right solver for soft bodies is a challenge


Tuesday, Mar 18 12:00 AM - 12:40 AM CET : The Future of Ray Tracing for Real-Time and Production Rendering [S73725]
  • Tony Kanell : Program Manager, NVIDIA
  • David Hart : Senior Manager, NVIDIA
  • Slides
  • OPTIX 9 from february
  • A lot of feature will come for Vulkan
  • Cooperative vectors (shaders have access to the tensor cores now)
  • Small neural network in shaders (5 to 10 layers, of size 64)
  • Big enough to do material rendering
  • Practically only GEMM
  • Stack Vector matrix multiply -> matrix matrix multiply if you have many vectors
  • Remap vectors to matrices efficently
  • Enable partial warps
  • Provide a more standardized interface than tensor cores
  • Textures 20x smaller than compress DDS
  • RTX mega geometry ->bottleneck is BVH (only 5 million triangles per frame)
  • Clusters take advantage of meshes repetitions or rendundancies
  • BVH build is similar to ease a binary search
  • How can we reuse the topology in the BVH
  • faster to refit than to rebuild
  • Predefined grid template that are used by everyone
  • Similar to nanite meshes
  • The time to build the BVH is 100x slower than the rendering time -> need for optimisation
  • Subdivition surfaces tessellation library using Clusters (OSD lite base of open sub div)
  • 100 millions triangles at 60fps
  • DLSS on top of that
  • up to 50x speed up
  • Rocaps : swept sphere (fine tuning is available in optix kernel). Only for OptiX now. Not Vulkan or directX
  • LSS : Linear Swept Sphere => now Hardware accelerated
  • RTXCR : character rendering, based on Vulkan
  • Sphere are also Hardware accelerated
  • OptiX headers released on Github
  • Clusters and Cooperative vectors are available on Turing (T4, etc)