Nvidia Developer 02月16日
Get Started with Neural Rendering Using NVIDIA RTX Kit
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NVIDIA RTX Kit是一套神经渲染技术,旨在通过将神经网络集成到渲染过程中,实现性能、图像质量和交互性的飞跃。它包含多个RTX和AI组件,如RTX Neural Shaders、RTX Neural Texture Compression等,可用于光线追踪游戏、渲染海量几何场景以及创建逼真的游戏角色。RTX Kit通过AI技术压缩shader代码和纹理,加速BVH构建,并提供路径追踪头发和皮肤的工具,为开发者提供了一个统一的平台来访问这些关键的渲染SDK,从而提升渲染效率和视觉效果。

💡RTX Neural Shaders:该技术框架支持在着色器中训练和部署神经网络,从而压缩游戏数据和着色器代码,并实时近似电影质量的材质、体积和几何体,目前Vulkan支持已经可用。

🖼️RTX Neural Texture Compression:利用AI技术高效压缩纹理,与传统块压缩相比,可将纹理内存消耗降低高达8倍,同时保持相似的视觉保真度。SDK包含命令行工具、资源管理器和渲染器,方便开发者集成和使用。

✨RTX Texture Filtering:通过纹理过滤的随机采样,提高纹理过滤的质量和效率,尤其是在AI压缩纹理方面。该技术旨在轻松集成到着色器库中,通过减少伪影来改善图像质量。

📐RTX Mega Geometry:通过加速集群系统的BVH构建速度(如Nanite),并智能压缩和缓存多个帧上的三角形集群,从而应对实时计算机图形中几何细节快速增长带来的挑战。SDK目前已经可用。

Neural rendering is the next era of computer graphics.  By integrating neural networks into the rendering process, we can take dramatic leaps forward in performance, image quality, and interactivity to deliver new levels of immersion. NVIDIA RTX Kit is a suite of neural rendering technologies to ray-trace games with AI, render scenes with immense geometry, and create game characters with photorealistic visuals.  RTX Kit is now available on the /NVIDIA RTX/RTXkit GitHub repo and brings together several new and familiar RTX and AI components. Though it is possible to use each component individually, RTX Kit presents a unified location to access these essential rendering SDKs. Name DescriptionStatusRTX Neural Shaders (new)Train and deploy neural networks within shaders to unlock new compression and approximation techniques for next-generation asset generation.Available nowRTX Neural Materials (new)Use AI to compress shader code of complex multi-layered materials for up to 5X faster material processing to bring real-time performance to film-quality assets.Get notified when RTX Neural Materials is available RTX Neural Texture Compression (new)Use AI to compress textures with up to 8x VRAM improvement at similar visual fidelity to traditional block compression at runtime.Available nowRTX Texture Filtering (new)Randomly samples textures after shading and filters difficult volumes, reducing artifacts and improving image quality.Available nowRTX Mega Geometry (new)Accelerate BVH building for cluster-based geometry systems like Nanite for real-time path tracing of millions of triangles.SDK Available nowGet notified when it is available in the NVIDIA RTX Branch of Unreal Engine 5 (NvRTX)RTX Character Rendering (new)Set of tools to create path-traced hair and skin.Available nowDLSS 4 (new)Multi Frame Generation has been introduced for GeForce RTX 50 Series GPUs, allowing for generation of up to 3 frames per rendered frame.Available now through NVIDIA Streamline SDK and Unreal Engine 5 pluginReflex 2 (new)Reflex technologies optimize the graphics pipeline for ultimate responsiveness, providing faster target acquisition, quicker reaction times, and improved aim precision in competitive games. Reflex Low Latency available nowGet notified for Reflex Frame Warp availabilityRTX Dynamic IlluminationLibrary of importance sampling algorithms that sample the most important lights in a scene and render them physically accurate. Provides implementations for three techniques: ReSTIR DI, GI and PT.Available nowReSTIR PT coming soon to the SDK and the NVIDIA RTX Branch of Unreal Engine 5 (NvRTX)RTX Global IlluminationScalable solution to compute multi-bounce indirect lighting. Provides implementations of two techniques: Neural Radiance Cache (NRC) and Spatially Hashed Radiance Cache (SHARC).Available now (NRC is experimental)RTX Path Tracing Reference solution for optimized real-time path tracing utilizing several RTX technologies.Available nowNVIDIA Real-Time Denoisers Library of denoisers designed to work with low ray-per-pixel signals.Available nowNVIDIA Opacity Micro-MapEfficiently map intricate geometries onto triangles and encode their opacity for better ray tracing performance.SDK available nowComing soon to the NVIDIA RTX Branch of Unreal Engine 5 (NvRTX)RTX Memory UtilityCompaction and suballocation of acceleration structures to reduce memory consumption.Available nowSpatioTemporal Blue NoiseUtility tool containing some pregenerated blue noise textures and sample code for generating new blue noise texturesAvailable nowShader Execution ReorderingPerformance optimization that unlocks the potential for better execution and memory coherence in ray tracing shaders. API available now for NVIDIA RTX 40 Series and laterTable 1. NVIDIA RTX Kit technologiesIn this tutorial, we focus on new SDKs available today through NVIDIA RTX Kit:RTX Neural ShadersRTX Neural Texture CompressionRTX Texture FilteringRTX Mega GeometryRTX Character RenderingWhile DirectX Support is not available yet for neural shading applications, Vulkan support is available today. For more information about the DLSS integration process, see How to Integrate NVIDIA DLSS 4 into Your Game with NVIDIA Streamline.RTX Neural ShadersFigure 1. Example of a scene from Zorah, built in Unreal Engine 5, rendered using RTX Neural ShadersNVIDIA RTX Neural Shaders bring small neural networks into programmable shaders. This technology framework enables the training and deployment of neural networks directly within shaders, enabling you to compress game data and shader code and approximate film-quality materials, volumes, geometry, and more in real time. Here’s how to get started.Check prerequisites: Verify that your system meets the following requirements (Table 2).GPU Architecture DriverCMakeVulkanVisual StudioWindows SDKSlangTuring and newer572.163.24.31.3.2962022+10.0.22621.0v2025.3.3 Table 2. NVIDIA RTX Neural Shaders requirementsClone the /NVIDIA-RTX/RTXNS repo:  Install Git and Git-lfs, if you haven’t already and read through the information on the repo.Build the samples: Follow the instructions located in the repo to build the solution using Visual Studio. Run the samples: There are three samples included with the SDK. Each one demonstrates how to use the SDK for various tasks:Simple Inferencing:  Demonstrates how to implement an inference shader using some of the low-level building blocks from the SDK.Simple Training:  Provides an introduction to training a neural network for use in a shader. Shader Training:  A more complex sample that shows how to train an MLP model on the Disney BRDF shader.Figure 2. Simple Inferencing sampleFigure 3. Simple Training sampleFigure 4. Shader Training sampleCreate a neural shader: Follow the How to Write Your First Neural Shader tutorial.  Use the sample code and the Library Usage Start Guide as reference.In addition to the RTX Neural Shaders, NVIDIA provides two applications of neural shading through the following:Neural Texture Compression: Implements compression and decompression of textures using neural networks, and enables transcoding into other compressed texture formats. Neural Materials: Implements compression of material data using neural networks. To be notified when this SDK is available, see the NVIDIA RTX Kit Notify Me Form.RTX Neural Texture Compression Figure 5. Scene from Zorah, built in Unreal Engine 5, showing Neural Texture Compression in useOne application of RTX Neural Shaders available today is RTX Neural Texture Compression. This SDK uses AI to compress textures more efficiently, reducing texture memory consumption by up to 8x compared to traditional block compression.Check prerequisites: Verify that your system meets the following requirements (Table 3):GPU Architecture DriverCMakeVulkanWindows SDKTuring and newer570+3.281.310.0.22621.0Table 3. RTX Neural Texture Compression requirementsClone the /NVIDIA-RTX/RTXNTC repo:  Install Git and Git-lfs, if you haven’t already and read through the information on the repo.Build the samples: Follow the instructions located in the repo to build the solution using Visual Studio. Run the samples: There are three applications included. Together, these tools show how NTC works and how to use it:NTC Command-Line Tool (ntc-cli): Provides a tool for compression and decompression of material texture sets.NTC Explorer: Enables interactive experimentation with neural texture compression, works as a viewer for NTC files.NTC Renderer: Demonstrates how to render a GLTF model with NTC materials using Inference on Load or Inference on Sample.Figure 6. NTC RendererFigure 7. NTC Explorer Integrate the SDK: To add NTC to your application, follow the Integration Guide.Verify reduced memory utilization: Use NVIDIA NSight Systems to check memory usage and compare it to traditional textures. RTX Texture Filtering Figure 8. Filter comparisons under magnificationRTX Texture Filtering improves quality and efficiency of texturing filtering, especially for AI compressed textures. It does this through stochastic sampling of texture filters, which enables the practical and efficient implementation of filtering after shading. RTX Texture Filtering is designed to enable easy integration of this technique into your shader libraries.Check prerequisites: Verify that your system meets the following requirements (Table 4):GPU Architecture DriverCMakeVisual StudioWindows SDKDirectX Raytracing 1.1 API supported GPU and newer555.85+3.24.3+2022+10.0.20348.0+Table 4. RTX Texture Filtering requirementsClone the /NVIDIA-RTX/RTXTF repo: Install Git and Git-lfs, if you haven’t already and read through the information on the repo.Observe the differences in filtering techniques: The GitHub repo provides many examples of filter comparisons to help you better understand the benefit that RTX Texture Filtering brings over other solutions.Run the sample application: The repo includes an application that can be used to visualize the effects of RTX Texture Filtering.Figure 9. Texture Filtering sampleIntegrate the RTX Texture Filtering shade library into your shader framework: Follow the instructions in the Integration Guide to add it to your application. RTX Mega GeometryFigure 10. RTX Mega Geometry comparison As hardware becomes more powerful, the amount of geometric detail in real-time computer graphics is increasing rapidly. This growth is occurring in two areas: Higher instance counts (more objects in a scene)Greater triangle density (more detailed individual objects)RTX Mega Geometry addresses these challenges by accelerating bounding volume hierarchy (BVH) build speed for cluster-based systems like Nanite and intelligently compressing and caching clusters of triangles over many frames. This enables the streaming of various levels of detail and extreme triangle density all while path tracing.RTX Mega Geometry is available today through an SDK and will be available in the NVIDIA RTX Branch of Unreal Engine 5 (NvRTX). Check prerequisites: Verify that your system meets the following requirements (Table 5):GPU Architecture DriverCMakeWindows SDKVisual StudioTuring and newer570+3.28+10.0.203482019+Table 5. NVIDIA RTX Mega Geometry requirementsClone the /NVIDIA-RTX/RTXMG repo: Install Git and Git-lfs, if you haven’t already and read through the information on the repo.Build the sample: Follow the instructions located in the repo to build the solution using Visual Studio. Run the sample: Observe how Mega Geometry enables high image quality with low memory usage. Figure 11. RTX Mega Geometry sampleObserve the effect of Mega Geometry: Use the built in profiler tool to view the impact of Mega Geometry in a variety of preset scenes. Review the sample code and integrate the API: To add Mega Geometry to your application, take a look at the sample application and refer to the API calls used. RTX Character Rendering Figure 12. Sample using RTX Character RenderingRTX Character Rendering consists of four algorithms:Subsurface Scattering (SSS): Renders skin with accurate lighting and translucency. It enables path-traced skin, which enhances realism. The SDK implements a combined (SSS) solution which extends the SOTA Burley Diffusion Profile with a single scattering term.Linear Swept Spheres (LSS): Adds the NVIDIA Blackwell-accelerated sphere and curve primitive for strand-based, path-traced hair, which brings added depth and volume. This algorithm is only compatible with NVIDIA RTX 50 Series GPUs.Enhanced analytical Bi-Directional Scattering Distribution Function (BSDF): Provides shading for strand-based hair.Disjoint Orthogonal Triangles Strips (DOTS): Provides high-quality strand-based hair for all GPUs.Check prerequisites: Verify that your system meets the following requirements (Table 6):GPU Architecture DriverCMakeVulkanWindows SDKVolta and newer (Blackwell required for LSS)570+3.24.31.3.268+10.0.20348+Table 6. NVIDIA RTX Character Rendering requirementsClone the /NVIDIA-RTX/RTXCR repo:  Install Git and Git-lfs, if you haven’t already and read through the information on the repo.Build the sample: Follow the instructions located in the repo to build the solution using Visual Studio. Run the sample: Use this opportunity to try out the different path tracing techniques available within the SDK and see how it fits within the context of a game environment. Figure 13. RTX Character Rendering sample Integrate the SDK: To add the RTX Character Rendering SDK to your application, follow the Integration Guide.SummaryGet started with developing with NVIDIA RTX Kit today. To see the latest in neural graphics technologies, be sure to check out NVIDIA at GDC. 

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