NVIDIA’s SDK 3.1 advances Real-Time Game Rendering and Simulation
Events
Subscribe:  iCal  |  Google Calendar
7, Mar — 12, Jun
San Francisco US   19, May — 24, May
Krakow PL   21, May — 23, May
London GB   29, May — 1, Jun
Birmingham GB   1, Jun — 4, Jun
Latest comments
by Assignment help
3 hours ago

Our expert guides dependably work in a state of harmony with the necessities given to us, and this makes our task arrangement a perfect one. We provide best Online Assignment Help . Allassignmenthelp deals with all the contextual investigations and assignments relating to aces. https://www.allassignmenthelp.com/

by Matthieu CHOLLET
14 hours ago

Lovely work ! You mentioned "When lighting the scene, I used Light Functions to create the illusion of light passing through clouds, thus lighting the environment unevenly" do you think you could show what is the setup to get such a precise result ?(meaning highlight the area you want?)

by Emanuel
22 hours ago

Amazing art. I'm curious how the rocks manage to be such a natural part of the terrain! It really looks like they have been there for ages.

NVIDIA's SDK 3.1 advances Real-Time Game Rendering and Simulation
15 March, 2016
News

NVIDIA announced availability of the NVIDIA GameWorks software development kit (SDK) 3.1, which introduces three groundbreaking graphics techniques for shadows and lighting as well as two new physical simulation algorithms released as betas.

It’s our passion for gaming that drives us to tackle the technical problems presented by real-time rendering and simulation. Our GameWorks technologies push the boundaries of what’s possible in real time, enabling developers to ship their games with state of the art special effects and simulations.

Tony Tamasi, senior vice president of content and technology at NVIDIA

New GameWorks rendering techniques for lighting and shadows are said to feature:

  • NVIDIA Volumetric Lighting – an advanced lighting technique that simulates how light behaves as it scatters through the air and atmosphere. NVIDIA Volumetric Lighting was first introduced in the hit video game Fallout 4.
  • NVIDIA Hybrid Frustum Traced Shadows (HFTS) – an algorithm for drawing high-fidelity shadows that transition smoothly from hard shadows near the occluding object, to proper soft shadows in regions farther away. HFTS debuted in the hit video game Tom Clancy’s The Division.
  • NVIDIA Voxel Accelerated Ambient Occlusion (VXAO) – NVIDIA’s highest quality algorithm for real-time ambient occlusion, VXAO is a shading technique that adds depth and realism to any scene. It surpasses older techniques by calculating shadows in world-space using all scene geometry, as opposed to screen space techniques that can only shadow from geometry visible to the camera. VXAO debuted in the hit video game Rise of the Tomb Raider.

The pair of extensions to the NVIDIA® PhysX® library include:

  • NVIDIA PhysX-GRB – a new implementation of NVIDIA’s popular PhysX rigid body dynamics SDK, which has been used in hundreds of games. This hybrid CPU/GPU physics pipeline improves performance by a factor of up to 6X for moderate to heavy simulation loads.
  • NVIDIA Flow – a computational fluid dynamics algorithm that simulates and renders combustible fluids such as fire and smoke. Unlike previous methods, Flow isn’t limited to simulation of the fluids inside a bounding box.

NVIDIA makes source code for select GameWorks libraries available to developers via GitHub. Source code for NVIDIA Volumetric Lighting and NVIDIA’s FaceWorks demo is also available. Source code for NVIDIA HairWorks, NVIDIA HBAO+ and NVIDIA WaveWorks is stated to be available soon.

You can get more information on NVIDIA GameWorks is available here.

Source: Nvidia

Leave a Reply

Be the First to Comment!

avatar
wpDiscuz