“Real Time Path-Tracing with NVIDIA RTX MegaGeometry” by Kraemer, Lacewell and Kanani – ACM SIGGRAPH HISTORY ARCHIVES

“Real Time Path-Tracing with NVIDIA RTX MegaGeometry” by Kraemer, Lacewell and Kanani

  • 2025 Realtime Live_Kraemer_Real Time Path-Tracing with NVIDIA RTX MegaGeometry

Conference:


Experience Type(s):


Title:


    Real Time Path-Tracing with NVIDIA RTX MegaGeometry

Developer(s):


Interest Areas(s):


  • Gaming & Entertainment
  • Production & Animation

Description:


    NVIDIA’s RTX Mega Geometry is a technology that accelerates Bounding Volume Hierarchy (BVH) building, enabling path tracing of scenes with up to 100x more triangles. For the first time, we can apply global illumination to sub-pixel micro geometry in real time.

References:


    [1] Wade Brainerd, Theresa Foley, Manuel Kraemer, Henry Moreton, and Matthias Nießner. 2016. Efficient GPU rendering of subdivision surfaces using adaptive quadtrees. ACM Trans. Graph. 35, 4, Article 113 (July 2016), 12 pages.
    Go to Citation

    [2] Brian Karis. 2021. A Deep Dive into Nanite Virtualized Geometry. In Advances in Real-Time Rendering in Games. Association for Computing Machinery.
    Go to Citation

    [3] Henry Moreton. 2001. Watertight tessellation using forward differencing. In Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware (Los Angeles, California, USA) (HWWS ’01). Association for Computing Machinery, New York, NY, USA, 25–32.
    Go to Citation

    [4] Steven Parker, William Martin, Peter-Pike J. Sloan, Peter Shirley, Brian Smits, and Charles Hansen. 1999. Interactive ray tracing. In Proceedings of the 1999 Symposium on Interactive 3D Graphics (Atlanta, Georgia, USA) (I3D ’99). Association for Computing Machinery, New York, NY, USA, 119–126.


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