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Real-Time Ray Tracing & Turing Architecture

2018-08-15
with the unveiling of invidious latest architecture the term ray-tracing has been floated around quite a bit but what does it mean and how is it any different than the current rasterization techniques used today in modern video games welcome to a crash course on Turing architecture and raytrace rendering just this week in video revealed the Turing architecture dubbing this thing right here the world's first ray tracing GPU the insane compute performance attributed to the current flagship the Quadro r-tx 8000 apparently will cost a hefty 10,000 US dollars it sports 48 gigs of GDD are 640 608 cuda cores and 576 tensor course those are explained in this video right here but these beefy specs mask an underlying trait that sets the Arctic series apart from its predecessors actually usable real time ray tracing let's start by explaining what we currently use and how ray tracing changes all of it today a real-time computer graphics use a technique called rasterization it's a fancy word for in a nutshell 3d modeling in a 2d space dozens of triangles or polygons as the Fancy Pants call it attached with position and Colour information or sandwiched together to create the radius at which point pixels are generated and shaded to yield a more realistic image we conveyed depth and shadows manually with these kinds of techniques but they can be expensive from a hardware utilization standpoint you can imagine how millions of polygons stitched together to form various objects than just one scene can require some intense computational power hence the necessity for GPUs and parallel processing with hundreds or thousands of cuda cores in the case of Nvidia add to that a frame rate of 60 or even 144 FPS and you've got a crazy demanding render to play out not just on the graphics card side but also the CPUs incomes array tracing this technology has actually been around since the late 60s but we were always limited by our technology even mighty Tesla V 100's relying on the new volt to stuff had to run in packs of fours to handle the Unreal Engine reflections demo you're seeing here which is currently using active ray tracing the premise of the technique literally involves its name tracing light rays from a source to a camera or the human eye no rasterization or shading required you actually see it all the time in movies CGI it's how they blend the real stuff with the fake stuff but the real kicker with this announcement from Nvidia is seamless real-time ray tracing which they've been promising for quite a while actually so this requires a GPU in question to always be on its toes depending on the movement of the user obviously as your location relative to the light source changes and we can have multiple light sources here so too will the light particles reaching your retina the real-time ray tracing involves chasing millions and billions of particles around a scene over and over again to depict vivid and accurate depth shade and color if a particle takes too long to say reach a red object surface the GPU will calculate the corresponding shade of red to render and then compile an average that result with millions of other light particles reaching the same point at the same time from other directions all the while mapping your ever-changing perspective relative to the object and the light source in question and that's assuming there's only one light source there so yeah it's actually really intense and it's why we've relied on rasterization and passive shading for so long but all the news about Nvidia czar TX brand and the Quadro 8000 is centered on a specialized r-tx cores dedicated specifically to real-time rate raise calculations this is thanks to dedicated RT core is paired with tensor cores again discussed in an earlier video making them perfect for RT techniques we number one accelerate the rate racing part of it we still have to shade it but the the rate racing acceleration is just incredibly fast the second part is by using AI we're able to render at a slightly lower resolution but because we trained that model off a very high quality ground truth we're essentially going to be able to generate the final image at a much much higher rate and so we call a DLA a the combination of AI and rate racing has made it possible for us in Unreal Engine 4 with RT RT great real time rate racing running on top of Microsoft's DX our API this is basically today's most popular platform we're able to take computer graphics and improve it by a factor of six touring is six times Pascal now RT course specifics aren't quite known yet Nvidia usually saves the technical stuff for later but we do know that they accelerate rate triangle intersection calculations that's a fancy way of saying the point at which a light particle hits an object surface down to the minutest detail we're talking multiple decimal places in fact these core clusters are so efficient that only a single r-tx Quadro 8000 was required to run the same reflections demo we just talked about for which for V 100's were previously needed this board makes real-time ray tracing possible and we expect at some point in this in future for these technologies to leech their way into consumer grade cards we also expect video game developers to catch on when mainstream art ecards actually hit the market which may be sooner than you think for now though we have to wait and see if you guys like this video give it a thumbs up talk about arty cores and other stuff down in the comment section I'll be there for a while be sure to subscribe if you haven't already and I'll catch you in the next one this is science studio thanks for learning with us
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