Real Time Path Tracing and Denoising in Quake II RTX

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In this video, NVIDIA’s Alexey Panteleev talks about implementation details, including path tracing, lighting, materials, and denoising filters. In addition, he discusses the challenges of using a physically based renderer with the assets from a game released over two decades ago.
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Terrific work lads, time for the community page

DukeAbbaddon
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Fascinating to see how denoising works in RT games.

kamranki
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12:27
Did anyone else's jaw drop, around here?

arthurheuer
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I like everything except the blue sky.

leecaste
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3PixelArt(TM) - MLTrace Shot Rebound - ML Mapped Quake Origin's coded : CPU Player : Weapon Statistics with random fire : Rimfire shot rebound, Quake map IDE, Solid & astounding tranvector polymap tri-linea polygons .. Over 7 miles to carry your friends, 8 miles of hard track DNB Techno Gold. I.D Games : Recommended play with recoil replay(tm)

QuakeGOD QH

DukeAbbaddon
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What's the difference between path tracing and ray tracing

stansmith
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what? you guys already moved to path tracing while ray tracing is not fully be optimize yet? alway hoping for the best to you guys!

reigiputra