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The effect of light pursuit has been greatly improved, Nvidia released RTX path tracking SDK 1.0.0

2025-02-27 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >

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Thanks to CTOnews.com netizens Wu Yanzu in South China for the delivery of clues! CTOnews.com March 21, Nvidia today officially released its Path Tracing (path tracking) SDK v1.0.0, which has been launched in GitHub, which is a milestone in the introduction of path tracking technology in RTX.

Nvidia said that the path tracing SDK is a code example that embodies years of research and experience in ray tracing and neurographics and is intended to serve as a starting point for path tracer integration and as a reference for various integrated SDK and / or learning and experiments.

The features of the path tracking SDK include:

DirectX 12 and Vulkan backend

Reference and real-time mode

A simple BSDF model that is easy to expand

Simple asset pipeline based on glTF 2.0 (supports a subset of glTF extensions, including animation)

Importance sampling of NEE / visibility rays and environmental maps using MIS

Give priority to basic volume and nested dielectrics

RayCone for texture MIP selection

Basic analytical lights (directional lights, spotlights, lighting)

RTXDI Integration for ReSTIR DI (Light importance sampling) and ReSTIR GI (indirect Illumination)

OMM Integration for Fast Ray tracing alpha testing

NRD ReLAX and ReBLUR noise reducers integrate up to 3 layers of path space decomposition (stable plane)

Reference mode "photo mode screenshot" with basic OptiX noise reduction integration

Basic TAA, tone mapping, etc.

Streamline + DLSS Integration (coming soon)

To use this SDK, you need to meet the following hardware and software requirements:

Windows 10 20H1 (version 2004-10.0.19041) or later

GPU that supports DXR

GeForce Game Ready driver 531.18 or later

DirectX 12 or Vulkan API

DirectX RayTracing 1.1 API or later

Visual Studio 2019 or later

As previously reported by CTOnews.com, Nvidia is currently focusing on promoting path tracking technology through RTX 40 graphics cards.

Ray tracing and path tracing are two popular methods in computer graphics to simulate the behavior of light in a virtual environment. RayTracing is a deterministic process that involves tracing the path of rays and their interactions. This technique requires a lot of processing power, and the advantage is that it can generate high-quality images with accurate reflections, refractions and shadows.

Path tracing, by contrast, is a randomly calculated process that involves sampling the ray path as it passes through the scene. The computational cost of this technique is lower than that of ray tracing, but it produces image noise and requires multiple iterations to converge to high-quality results. Path tracking is commonly used in applications that require accurate physical simulation of light, such as architectural visualization and product design.

▲ path tracing (left) vs. Ray tracing (right) however, path tracing is not widely used in games, and light tracing sounds more natural, but the hardware requirements also seem higher. Nvidia's previous "Portal RTX" uses path tracking, which requires RTX 3060 and above and DLSS 2 for 1080p 30 frames.

At the GDC conference on March 22, CDPR and Nvidia will show off a new game setting called RT: Overdrive. This mode will be used to enable path tracking in Cyberpunk 2077, which will also be the first modern 3A game to support this technology.

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