video: //developer.download.nvidia.com/video/gputechconf/...smg 5 light samples lights, 4000ms...
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• Variable rate rendering
• Always grouping similar work items
• No rasterization
• Real-time rates (50 ms or less per frame)
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• Groups similar work items
• Enables efficient implementation of:
• Variable rate rendering
• Foveated rendering
• Checkerboard rendering
• Any analytic or random pattern
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FOVEATED VRR (Variable Res. Rendering)
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TIP: as NN input, find scene properties that can be mostly represented with a continuous function.
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Performance impactBVH vs. SMG
BVH – LinearSMG – Sublinear
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• Spatial denoise
• NN approximate energy at surface
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GOOD FOR:
• Static scenes
• Can compliment lightmaps;by vectorizing soft shadow regions.
BAD FOR:
• Dynamic scenes
• Very small primitives
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A viable high performancesubstitute for:
• Bidirectional PT
• Metropolis light transport
Finds up to 70% more pathsthan unidirectional pathtracing.
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GPU 1
GPU 2
…
GPU N
• Offline voxel data interpolation
• A bit of overfitting is welcome
• Each voxel can be processed by a different GPU, training scaleslinearly!
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Rage, Megatextures | Id Software
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Animation guided by NN inputs
QNM model size: ~5 KBQNM primitives: 9
Polygonal model size: ~1 MB(vertices, normals, texture coordinates)
Polygonal primitives (triangles): 31 415
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Questions