SIGGRAPH Presentation

You can find the presentation here:  nVidia Advanced Rendering and Ray tracing

You can also find a short blurb about coming features here: ARC Forum SIGGRAPH recap

Mentioned are features such as:

  • Ambient Occlusion on the GPU with mental ray
  • Layered shaders (layered components) that include the SSS shader without lightmapping. They have their own framebuffer mechanism with passes for added flexibility in OEM packages.
  • Object lights with a new shader independent of OEM integrations
  • Light Importance Sampling (IS) and Material Importance Sampling. This makes the usage of objects as area lights much easier and faster than before
  • Multiple Motion Transforms (think curved paths and light streaks)
  • Light Path Expressions (LPE) in iray
  • Kepler support for iray 3 in mental ray



About David

I am a VFX artist that specializes in Lighting and Rendering. I spend a fair amount of my time supplying clients with artistic solutions as well as technology solutions. With a background in fine art and technical animation training, I strive to bridge the divide between the artist and technologist.

Posted on August 15, 2012, in Uncategorized and tagged , , , , . Bookmark the permalink. 8 Comments.

  1. Light Importance Sampling, means that we’ll have option to choose the spread of rectangular area light, without big performance drawback ?

    • Light IS means area lights and object area lights sample more efficiently. This means reduced noise (grain) and faster renders with fewer samples. Using area lights will be more acceptible for intuitive lighting like a real-world setup (real light cards and laterns for example, something with a HDR texture). When used with Material IS, the material will smartly sample lights that are more important based on the information in the material (BSDF materials)

      For example: Use a (or a few) probability distribution functions (pdf) to sample lights. This means more sampling where it is important and less where it doesn’t contribute. This way (like Unified Sampling for image sampling) uses resources better in shooting rays where they are required. It’s pretty much automatic in these cases.

      The result is a faster and cleaner render with less tweaking. You can see some of this now with the environment lighting mode (Builtin or Native IBL) and BSDF materials.

      • Yep, I got this part about importance sampling and there role with BSDF and Unified Sampling. Clearly 3.11 will be a joy to use now that all the importance sampling players are gathered, but waiting also for a proper indirect Illumination that can play nicely with them.

        Coming back to my initial question: right now Photometric and Portal light have two different light spread both are not realistically convincing, when using them as light card I want that they behave as so, like any other render, this topic I guess has been discussed numerous time, and the response was it was difficult to sample area light like light card. My understanding is that with IS, this will not be a problem anymore.

  2. Considering the update they made to Ambient Occlusion my guess is we wont see any Global Illumination improvement anytime soon, i think they will want to stick to Final Gather still, instead of a more modern GI system, which is a bit of a shame.

    We’ll see what happens any update at this point is very well welcome, but a new GI working solution is needed really bad.

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