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v1.3.5

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@acmarrs-nvidia acmarrs-nvidia released this 08 Dec 19:32
· 8 commits to main since this release

SDK

  • Improvements
    • Adds the new Probe Variability feature to the DDGIVolume
      • This is an optional feature that tracks the coefficient of variation of a DDGIVolume
      • This can be used to estimate of how converged the probes of the volume are. When the coefficient settles around a small value, it is likely the probes contain representative irradiance values and ray tracing and probe updates can be disabled until an event occurs that invalidates the light field
      • See Probe Variability in the documentation for more details
    • Adds changes to DDGIVolume D3D12 resource transitions based on feedback from GitHub Issue #68 (thanks!)
      • UpdateDDGIVolumes() can now be safely used on direct and compute command lists
      • Irradiance, Distance, and Probe Data resources are now expected to be in the D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE state by default
      • These resources can be transitioned to the required states for each workload using the new DDGIVolume::TransitionResources(...) function where appropriate (also see EDDGIExecutionStage)

Test Harness

  • Improvements
    • Adds support for the SDK's new Probe Variability feature, including buffer visualization, UI toggles, and checks to disable/enable probe traces based on volume variability
    • Adds support for Shader Execution Reordering in DDGI probe ray tracing and the reference Path Tracer (D3D12 only)
      • Requires an RTX 4000 series (Ada) GPU
    • Adds NVAPI as a new dependency (Test Harness only)
    • Improves acceleration structure organization
      • Reorganizes how BLAS are created from GLTF2 Mesh and MeshPrimitives
        • MeshPrimitives are now geometries of the same BLAS (instead of individual BLAS)
        • This prevents bad traversal characteristics when MeshPrimitives create substantially overlapping BLAS and increases trace performance up to 2x
      • Adds the GeometryData and MeshOffsets indirection buffers for looking up MeshPrimitive information
        • Updates RGS and Hit Shaders to look up MeshPrimitive information using DXR 1.1 GeometryIndex() and the new indirection buffers
    • Updates Closest Hit shaders to conform with the GLTF 2.0 specification for how albedo values sampled from texture should be combined with baseColorFactor. Fixes GitHub Issue #67.
    • Updates scene cache serialization/deserialization
      • Stores new information and now stores a scene cache file for .glb scenes too
  • Bug Fixes
    • Updates DXC binaries to v1.7.2207 (on Windows) to fix a shader compilation issue
    • Fixes issues with DDGIVolume name strings not being handled properly
    • Fixes D3D12 resource state problems caught by the debug layer
    • Fixes a handful of other minor issues