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On this occasion we will discuss an NVIDIA article where Billy Khan, director of engine technology at ID Software, focuses on how the integration of Path-Tracing in the game DOOM: The Dark Ages achieves more physically accurate lighting, softer shadows, and better reflections than traditional Ray-Tracing; he also highlights the advantages of using the DLSS 4 transformation model for super-resolution and denoising, particularly in the handling of spatial and temporal information.Read full article:
https://developer.nvidia.com/blog/how-id-software-used-neural-rendering-and-path-tracing-in-doom-the-dark-ages/
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
By Jacobo RíosOn this occasion we will discuss an NVIDIA article where Billy Khan, director of engine technology at ID Software, focuses on how the integration of Path-Tracing in the game DOOM: The Dark Ages achieves more physically accurate lighting, softer shadows, and better reflections than traditional Ray-Tracing; he also highlights the advantages of using the DLSS 4 transformation model for super-resolution and denoising, particularly in the handling of spatial and temporal information.Read full article:
https://developer.nvidia.com/blog/how-id-software-used-neural-rendering-and-path-tracing-in-doom-the-dark-ages/
Original Copyright Free Music written, performed, and produced by TrackTribe
https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_