BEGIN:VCALENDAR PRODID:-//Microsoft Corporation//Outlook 16.0 MIMEDIR//EN VERSION:2.0 METHOD:PUBLISH X-MS-OLK-FORCEINSPECTOROPEN:TRUE BEGIN:VTIMEZONE TZID:Pacific Standard Time BEGIN:STANDARD DTSTART:16011104T020000 RRULE:FREQ=YEARLY;BYDAY=1SU;BYMONTH=11 TZOFFSETFROM:-0700 TZOFFSETTO:-0800 END:STANDARD BEGIN:DAYLIGHT DTSTART:16010311T020000 RRULE:FREQ=YEARLY;BYDAY=2SU;BYMONTH=3 TZOFFSETFROM:-0800 TZOFFSETTO:-0700 END:DAYLIGHT END:VTIMEZONE BEGIN:VEVENT CLASS:PUBLIC CREATED:20200924T003752Z DESCRIPTION:Learn how to add glossy reflections to your 60+ Hz game by appr oximating them from a cheaper\, perfect specular\, mirror-like reflection input. Ray tracing glossy reflections often requires hundreds of samples p er pixel (spp) to converge to a visually pleasing noise-free image. Game e ngines targeting 60+ Hz framerates on current generation GPU hardware can only afford to ray trace a few rays per pixel per frame in total\, often a llowing less than 1 spp per ray tracing effect. Reflections heavily depend on a view direction and scene object state\, requiring a run-time resolve of the input signal for dynamic scenes. Depending too much on temporal da ta or pre-baked offline data can result in artifacts\, ghosting\, or wrong reflections. We'll demonstrate a method that builds on previous work and resolves plausible-looking glossy reflections from a 1 spp perfect specula r reflection input\, better fitting a 60+ Hz game budget.\n \nRegister before Friday\, Sept. 25\, and take advantage of Early Bird pricing of $49 for a Digital C onference pass. All registrants receive access to GTC 2020 content for 30 days post-event.\n DTEND;TZID="Pacific Standard Time":20201007T005000 DTSTAMP:20200924T003752Z DTSTART;TZID="Pacific Standard Time":20201007T000000 LAST-MODIFIED:20200924T003752Z LOCATION:NVIDIA GTC 2020 PRIORITY:5 SEQUENCE:0 SUMMARY;LANGUAGE=en-us:Rendering at the Speed of Light on Ampere TRANSP:OPAQUE UID:040000008200E00074C5B7101A82E00800000000807EB244CD91D601000000000000000 01000000059C4B203647487438C12F557F97468B5 X-ALT-DESC;FMTTYPE=text/html:

Learn how to add glossy reflections to your 60+ Hz game by approximating them from a cheaper\, perfect specular\, mir ror-like reflection input. Ray tracing glossy reflections often requires h undreds of samples per pixel (spp) to converge t o a visually pleasing noise-free image. Game engines targeting 60+ Hz fram erates on current generation GPU hardware can only afford to ray trace a f ew rays per pixel per frame in total\, often allowing less than 1 spp per ray tracing effect. Reflections heavily depend o n a view direction and scene object state\, requiring a run-time resolve o f the input signal for dynamic scenes. Depending too much on temporal data or pre-baked offline data can result in artifacts\, ghosting\, or wrong r eflections. We'll demonstrate a method that builds on previous work and re solves plausible-looking glossy reflections from a 1 sp p perfect specular reflection input\, better fitting a 60+ Hz game budget.

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Register before Friday\, Sept. 25\, and take advantage of Early Bird pricing of $49 for a Digital Conference pass. All registrants receive acc ess to GTC 2020 content for 30 days post-event.

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