@smallfly@NVIDIAAIDev you can try to increase the near distance in the training options, this will disallow placing “matter” near the camera. You might get different artifacts though.
Here's a preview of the amazing submissions we received in the #HPG2022 Student Competition. Check out this page for tech details & shadertoy links for each solution: https://t.co/fOLrGdMZCv
We will announce winners tomorrow. Thanks to all the students who participated!
🚨 #HPG2022 Student Competition Update🚨
We have sent out acknowledgments for the submissions we received. If you submitted an entry and did not get a confirmation email, please reply to this tweet or reach out to us by email!
🚨 #HPG2022 Student Competition deadline is coming up on Monday, June 27th. Time to press the submit button!
If you haven't started, remember that there are multiple ways to solve the challenge. Hack some shadertoy this week! https://t.co/fOLrGdMZCv
🚨More #HPG2022 Student Competition News🚨
We have updated the quality metric for the competition. We will now use FLIP (Andersson et al., HPG 2020) which is much more suitable to evaluate rendered images. Updated competition rules here: https://t.co/fOLrGdMZCv
🚨#HPG2022 Student Competition News: We fixed a bug in shading, which slightly changes the reference. Thanks @apvfirmino!
Please switch to the updated shader using the VERSION define. It's OK if you can't: we will accept submissions without this update.
https://t.co/y1Gn9GI9LY
Yay! I can finally say that my first 'proper' academic paper - with NVIDIA friends Thomas Müller, @c_schied & Alex Keller - is coming to SIGGRAPH! It's old news in the fast paced world of ML research, so I thought I'd add a note on where it come from: https://t.co/2Lxj3DVMp8.
🚨#HPG2022 Student Competition is live🚨
Optimize our noisy real-time path tracer! Win prizes 🏆🏆! https://t.co/fOLrGdMZCv
😱 A web browser is all you need to participate 😱
Added GGX to @c_schied's Q2VKPT, testing small enhancements to the light sampling I implemented way back for his public release.
It shipped with Phong and what we lovingly called the 'KIT' BRDF. :) A few minor fixes later, the denoiser can actually handle the long tails of GGX!
Light transport, adaptive sampling, and our SIGGRAPH Asia paper - in 12 simple slides.
11h to the Q&A session! Hope this helps with the axed live talks this year. More info: https://t.co/VUagVcE2wF
P.S. Want to talk in CET waking hours, or have a job in Zürich? Get in touch! :D
The Graphics Research group at Facebook Reality Labs is looking for PhD interns. Interested in AR/VR real-time graphics, visual perception, or machine learning? Apply here: https://t.co/KyzQBEX3Ha
At #SIGGRAPH2019, @NVIDIA will be hosting a wide range of Ray Tracing talks. Headed to the event? Add our sessions to your calendar now: https://t.co/eDT8WlN2FL #NVIDIARTX
mitsuba IM, an interactive fork of @wenzeljakob et al.'s great physically-based renderer, with slight simplifications for fast prototyping and out-of-the-box compilation, is now available:
https://t.co/s822eVWnST
Maybe live equal-time comparisons make research a bit more fun! :)
“This is not something you can like on facebook.”
Here’s a small part of my speech at the Austrian World Summit in Vienna yesterday. Full speech (without German dubbing) here:
https://t.co/fPLC9gnsE2
#R20AWS#ClimateBreakdown
In this blog and video series, learn how Christoph Shied (@c_schied) enabled full path tracing in Quake 2 while working on a ground-breaking research project called Q2VKPT https://t.co/fHcVUc0yiU #rtx#gamedev