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“Turing is NVIDIA’s most important innovation in computer graphics in more than a decade,” said Jensen Huang, founder and CEO of NVIDIA, speaking at the start of the annual SIGGRAPH conference. “Hybrid rendering will change the industry, opening up amazing possibilities that enhance our lives with more beautiful designs, richer entertainment and more interactive experiences. The arrival of real-time ray tracing is the Holy Grail of our industry.”
Dann, denke ich in 1-2 GPU-Generationen wir eine Grafikqualität erleben werden, die Lichtjahre von jetzigen liegen! Sehr gut, dass man auf den physikalisch richtige Darstellung/Berechnung setzt und dort die Zukunft sieht!
Hut ab Lederjacke! Wow!
was sehr Großes vorhat!
Und wieder werden tools für die Entwickler bereitgestellt.
Nvidia ist imstande Lösungen zu verkaufen - nicht nur Hardware! Das ist NOCH der unterschied vom RTG und NVIDIA
NVIDIA’s eighth-generation GPU architecture, Turing enables the world’s first ray-tracing GPU and is the result of more than 10,000 engineering-years of effort. By using Turing’s hybrid rendering capabilities, applications can simulate the physical world at 6x the speed of the previous Pascal™ generation.
To help developers take full advantage of these capabilities, NVIDIA has enhanced its RTX development platform with new AI, ray-tracing and simulation SDKs. It also announced that key graphics applications addressing millions of designers, artists and scientists are planning to take advantage of Turing features through the RTX development platform.
“This is a significant moment in the history of computer graphics,” said Jon Peddie, CEO of analyst firm JPR. “NVIDIA is delivering real-time ray tracing five years before we had thought possible.”
Real-Time Ray Tracing Accelerated by RT Cores
The Turing architecture is armed with dedicated ray-tracing processors called RT Cores, which accelerate the computation of how light and sound travel in 3D environments at up to 10 GigaRays a second. Turing accelerates real-time ray tracing operations by up to 25x that of the previous Pascal generation, and GPU nodes can be used for final-frame rendering for film effects at more than 30x the speed of CPU nodes.
10.000.000.000 / 60 FPS = .... ob es ca. 500.000.000 Strahlen ausreichen werden um eine schöne Lichtumgebung in Spielen zu gewährleisten?
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