![]() ![]() ![]() Nvidia basically programs their supercomputer to run any game at extremely high resolutions, and the AI compares that data to the standard resolution, and tries to figure out what it should look like using BOTH these sets of data. As per Nvidia, this new DLSS feature offers the highest quality AA with fewer artifacts, than other forms of AA. It's a kind of neural network to find jagged edges, and perform high-quality anti-aliasing by determining the best color for each pixel, and then apply the proper color to create/smooth out some of the edges, and also overall improve the image quality. The main idea is to optimize the ray/triangle intersection computations.ĭLSS on the other hand, is sort of a deep learning antialiasing/AA technique. That's what the DXR API uses, and it's what Nvidia's RT cores accelerate. ![]() The most commonly used ray tracing algorithm, according to Nvidia, is BVH Traversal: Bounding Volume Hierarchy Traversal. In practice, many more rays per pixel are necessary to get a good result, because once a ray intersects an object, it's necessary to calculate light sources that could reach that spot on the polygon (more rays), plus calculate additional rays based on the properties of the polygon (is it highly reflective or partially reflective, what color is the material, is it a flat or curved surface, etc.). Project a ray for a single pixel into the 3D world, figure out what polygon that ray hits first, then color it appropriately. Ray tracing involves tracing the path of a ray (a beam of light) within a 3D world. Now turn that around and follow the path of those beams backwards from your eye to the objects that light interacts with. The objects you’re seeing are illuminated by beams of light. The easiest way to think of ray tracing is to look around you, right now. RTX aka Ray tracing, is a rendering technique for generating an image by tracing the light path as pixels in an image plane, and simulating the effects with virtual objects. ![]()
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