VUE without competition
Can you please give us a walkthrough how to implement this into Maya? would be super helpful. Thanks a lot.
Chaos Group’s Vladimir Koylazov explained how traditional rendering can benefit from the new NVIDIA hardware.
When NVIDIA has finally revealed its new hardware people got really excited for all those reflections and shiny helmets. However, what does it really mean for raytracing and real-time rendering in general? Well, Vladimir Koylazov from Chaos Group, the company that pioneered ray-tracing with Vray, wrote a beefy blogpost, explaining what does it all mean for the future of computer graphics. It’s a pretty long read, but if you’re willing to understand the way this technology actually works.
If you don’t feel like reading today, here’s the conclusion from Vladimir:
Specialized hardware for ray casting has been attempted in the past, but has been largely unsuccessful — partly because the shading and ray casting calculations are usually closely related and having them run on completely different hardware devices is not efficient. Having both processes running inside the same GPU is what makes the RTX architecture interesting. We expect that in the coming years the RTX series of GPUs will have a large impact on rendering and will firmly establish GPU ray tracing as a technique for producing computer generated images both for off-line and real-time rendering. We at Chaos Group are working hard to bring these new hardware advances in the hands of our users.
This is the official blog post from NVIDIA, which details all the features and possibilities of RTX. It’s also full of great info! And here’s some more requested reading, explaining ray-tracing for games!
Also, do check out some of these videos, which shed some light on the way this technology works.