Wednesday, August 5th 2009

NVIDIA Launches The World's First Interactive Ray Tracing Engine

NVIDIA, the leader in GPU computing, today introduced the NVIDIA OptiX ray tracing engine, part of a suite of application acceleration engines for software developers. NVIDIA acceleration engines make it easy to incorporate valuable, high-performance capabilities into applications, while simultaneously reducing development time.

NVIDIA application acceleration engines unveiled at Siggraph 2009 include:
  • NVIDIA OptiX engine for real-time ray tracing
  • NVIDIA SceniX engine for managing 3D data and scenes
  • NVIDIA CompleX engine for scaling performance across multiple GPUs
  • NVIDIA PhysX 64-bit engine for real-time, hyper-realistic physical and environmental effects
As the world's first interactive ray tracing engine to leverage the GPU, the NVIDIA OptiX engine is a programmable ray tracing pipeline enabling software developers to easily bring new levels of realism to their applications using traditional C programming. By tapping into the massively parallel computing power of NVIDIA Quadro processors, the OptiX engine greatly accelerates the ray tracing used across a spectrum of disciplines, including: photorealistic rendering, automotive styling, acoustical design, optics simulation, volume calculations and radiation research. Application developers are utilizing the OptiX engine to redefine what's possible for designers, engineers and researchers.

"In one year, NVIDIA has gone from proving interactive GPU ray tracing is possible, to making it available to all," said Jon Peddie, founder and president of Jon Peddie Research. "Intricate design tasks, such as examining the play of reflection and refraction across surfaces and within glass, can now be examined in real-time by utilizing the OptiX acceleration engine running on Quadro processors. This is a phenomenal milestone for developers and designers alike."

"Thousands of applications are being created today that harness the phenomenal power of GPUs, a clear sign that GPU computing has reached a tipping point. The world of computing is shifting from host-bound processing on CPUs to balanced co-processing on GPUs and CPUs," said Jeff Brown, general manager, Professional Solutions, NVIDIA. "NVIDIA application acceleration engines arm developers with the tools they need to further revolutionize both real-time graphics and advanced data analysis."

The NVIDIA SceniX scene management engine provides the interactive core for demanding real-time, professional 3D graphics applications. Whether used in leading products such as RTT DeltaGen, Autodesk Showcase and Anark Media Studio, or in scores of in-house tools used for advanced visualization, simulation, broadcast graphics, medical imagery, and energy exploration, developers look to the SceniX engine for the interactive framework to manage 3D data and convey results in real-time at high fidelity.

The NVIDIA CompleX scene scaling engine enables applications to maintain interactivity when working with extremely large and complex models. By automatically utilizing the combined memory and processing power of multiple GPUs within Quadro Plex visual computing systems, applications that utilize the CompleX engine enable users to explore and visualize all their data in full context, instead of piecemeal.

The NVIDIA PhysX 64-bit physics engine brings hyper-realistic, real-time physics to professional applications. Already a proven and popular solution within the computer games industry, the 64-bit version of PhysX will permit more accurate calculations on far larger data sets for engineers, designers and animators wanting to interrogate their data, model physical properties and breathe life into their work.

"The SceniX acceleration engine has been a critical part of our success in the automotive styling industry," said Christian Matzen, COO, ICIDO, a global leader in virtual engineering solutions. "Based on the ease of integrating OptiX within SceniX, and its stunning visual results, we plan on delivering interactive ray tracing to our design customers later this year."

"The CompleX engine is essential for our application to accommodate the massive data sets of customers like StatoilHydro," said Thorolf Horn Tonjum, Director of R&D Stormfjord, a Norwegian development company serving the visualization needs of the energy industry. "By using the SceniX engine to power our scene graph, we easily incorporated the CompleX engine to keep navigation smooth for 10 GB scenes, and the PhysX 64-bit engine to study the challenges off shore oil rigs must face. These engines from NVIDIA accelerate not only our product, but also our time to market."

NVIDIA will be showcasing the new suite of application acceleration engines this week at the SIGGRAPH 2009 conference and exhibition in New Orleans; booth #2101. For more information on NVIDIA at SIGGRAPH, visit: http://www.nvidia.com/engines.

Availability
NVIDIA application acceleration engines are available from the NVIDIA Developer Zone at no charge. The SceniX and CompleX engines can be downloaded at developer.nvidia.com/page/home.html. The OptiX and PhysX 64-bit engines will be available in fall of 2009. Interactive ray tracing examples using the pre-release OptiX engine can be downloaded at developer.nvidia.com/object/optix-examples.html and run on NVIDIA Quadro FX processors.
Source: NVIDIA
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29 Comments on NVIDIA Launches The World's First Interactive Ray Tracing Engine

#2
Lillebror
the billard balls dosnt look THAT real.. Could have looked way more realistic if they just took the effort.
Posted on Reply
#3
mdm-adph
Lillebrorthe billard balls dosnt look THAT real.. Could have looked way more realistic if they just took the effort.
They look real. Don't be that guy.

Posted on Reply
#4
TheMailMan78
Big Member
Lillebrorthe billard balls dosnt look THAT real.. Could have looked way more realistic if they just took the effort.
Could have fooled me. With the exception of the background it looks amazing!

Also I AM an expert in Photoshop.

The car on the other hand to me is whatever. You can do the same thing in a vector program like Illustrator or Freehand.
Posted on Reply
#5
Unregistered
Wow,

It looks very good. I would love to play a game that featured that kind of detail without spending multiples of thousands of $'s.

Just wondering, ATI's response to this will be...???
#6
Lillebror
The light on the balls is WAY off. Just look at it! they got a unnatural shine! ;) Im not saying i can do it better, ive just seen better raytracing pictures :)
Posted on Reply
#7
TheMailMan78
Big Member
LillebrorThe light on the balls is WAY off. Just look at it! they got a unnatural shine! ;) Im not saying i can do it better, ive just seen better raytracing pictures :)
You've seen better interactive ray tracing demos? :laugh:
Posted on Reply
#8
Lillebror
TheMailMan78You've seen better interactive ray tracing demos? :laugh:
That, i havent. But ive seen better still pictures in raytracing :D
Posted on Reply
#9
TheMailMan78
Big Member
I guess there is one in every crowd.
Posted on Reply
#10
Steevo
Nvidia, now with more hyper-realistic!!!
Posted on Reply
#11
OnBoard
TheMailMan78Could have fooled me. With the exception of the background it looks amazing!

The car on the other hand to me is whatever. You can do the same thing in a vector program like Illustrator or Freehand.
For me it's the other way around, balls look meh, but the car looks like a real Toyota IQ: www.automotorsport.se/bigpix/2008/toya_iq_bak_big.jpg
LillebrorThe light on the balls is WAY off. Just look at it! they got a unnatural shine! ;) Im not saying i can do it better, ive just seen better raytracing pictures :)
Billiards tables have multiple lights hanging on top of them: www.hardtimesbellflower.com/Images/HTroom.jpg

Ball picture is similar to this, but they wanted to mess with big aperture setting like effect and that messes up the scene (+it's blurry even in the focus part)
upload.wikimedia.org/wikipedia/commons/f/fe/Billiards_balls.jpg
Posted on Reply
#12
Lillebror
okay okay, then its just me! i just think they look unrealistic :)
Posted on Reply
#13
Disparia
LaidLawJonesWow,

It looks very good. I would love to play a game that featured that kind of detail without spending multiples of thousands of $'s.

Just wondering, ATI's response to this will be...???
Hopefully the adaptation of CUDA.
Posted on Reply
#14
rampage
im just going by a quick glance i too think the ballz look a lil off, i thought the car looked best and most realistic, but ive never played with any sort of pic/vid editing/ encoding ect, so what would i know
Posted on Reply
#15
Nick89
I thought those billiard balls were real for a second..
Posted on Reply
#16
h3llb3nd4
WOW! moar billard ballX tracing!!
W00t!
Posted on Reply
#17
jamesrt2004
I think the balls look great, give them a diff background and will look pretty damn awesome

the car seems too glossy though it looks great too,

I think if they can control the amount they look like fluid :/ (they seem too shiny to me personally) then it will start taking off more and more
Posted on Reply
#18
OnBoard
Lillebrorokay okay, then its just me! i just think they look unrealistic :)
Naah, I agreed with you in the end :)
jamesrt2004I think the balls look great, give them a diff background and will look pretty damn awesome

the car seems too glossy though it looks great too,
Well it has been properly waxed :) (and it's a black car, in a black room, with massive bright lights)
upload.wikimedia.org/wikipedia/commons/a/a9/Toyota_iQ_20090307_rear.jpg
www.carzi.com/wp-content/uploads/2009/04/scion-concept-iq-3.jpg

Anyways, will be fun to see this in action :)
Posted on Reply
#19
shadee1337
Can't wait to get a card that supports that! :)
Posted on Reply
#20
mdm-adph
TheMailMan78I guess there is one in every crowd.
If not, the Internet will make one.
Posted on Reply
#21
Easo
Too shiny, its like with all the games lately... QQ shiny...
Anyway, great feat, if not PSed.
Posted on Reply
#22
shadee1337
EasoToo shiny, its like with all the games lately... QQ shiny...
Anyway, great feat, if not PSed.
But, but ,but shiny is good! I wonder if any of this stuff will be included in the 300 series.
Posted on Reply
#23
baggpipes
OMG ati dont lemme down. Nvidia is wowing this ati fanboi.
Posted on Reply
#24
Frick
Fishfaced Nincompoop
EasoToo shiny, its like with all the games lately... QQ shiny...
So true. Things don't shine that much. :(
Posted on Reply
#25
crazyeyesreaper
Not a Moderator
meh both car and balls need work

pool balls the specularity is way to instence no matter how direct a lite ive never in my life seen a pool ball have that much sheen ever thus to me it looks fake add in a horrible depth of field filter that need far more work and it just makes the issue more apparent the depth of field was used to hide the the spec issue or so i would be willing to place my money. as for the car it looks good but it looks fake sorry but nothing is ever that smooth ever the true test of 3d art is giving whatever your working on enough imperfections to make it real in this case both fail.

as for it being real time its impressive but someone already beat Nvidia to the punch granted not on a scale like this. but still on a scale that if things go well for them they may well be Nvidias competitor not Ati (cant remember who it was it was on Cgsociety a few months ago) anyway

overall for real time ray tracing its a step in the right direction but compared to still images or sets of stills done seperately it lags behind in quality.
Posted on Reply
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