Adam Marrs @acmarrs
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own. visualextract.com Joined April 2010-
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Looks like there's a critical mass of graphics and engine folks on BlueSky, so I've moved over there. Hopefully it sticks! If so, I won't be posting here moving forward. bsky.app/profile/acmarr…
NvRTX-5.4 non-preview finally released. Some good cvar/control refactoring (much stuff now available in PPV). Good ReSTIR GI improvements.
NvRTX 5.4 (Preview) has arrived.
Attention researchers who want some data to use! blog.activision.com/activision/202…
Fantastic talk by @warheart1 on optimizations and improvements to UE's renderer. Excellent insights and results to learn from. youtube.com/watch?v=WGv_Bj…
Our #GDC2024 talk on Real-Time Path Traced Light Transport in UE5 is now available on YouTube: youtu.be/lxRgmZTEBHM?fe…
Great news - our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now freely available on the GDC Vault. No login required! gdcvault.com/play/1034648/A…
Our GDC update for the nvrtx branch of UE5 is out. Some great work by @Jiayin_Cao in shipping an experimental implementation or ReSTIR GI. Attached video is only lit via emissive surfaces w/ ReSTIR GI.
Ray Tracing games are good books, you can find them free online, but did you know that the kindle version is now free too (if you are into kindle lib)!!! Ray Tracing Gems I: amazon.ca/Ray-Tracing-Ge… Ray Tracing Gems II: amazon.ca/Ray-Tracing-Ge…
Our #GDC2024 talk on Real-Time Path-Traced Light Transport in UE5 is now available in the GDC Vault. gdcvault.com/play/1034648/A…
Read our blog to understand how work graphs provide a programming paradigm that enables the GPU to generate work for itself on the fly, offer a solution to game engine problems, and open the path to new creative ideas. #GameDev
RTXGI 2.0 is now available on GitHub and features two radiance caching technologies for improving path traced signal quality: the Spatially Hashed Radiance Cache (SHARC) and the Neural Radiance Cache (NRC). #GDC2024 developer.nvidia.com/rtx/ray-tracin…
Today is the day. If you want to see some cool lighting tech, @acmarrs and I are talking at 4:10 at GDC. 1k+ dynamic lights and GI all at >60 fps built on a branch of UE5.
Excited to talk about how we accomplished real-time path-traced light transport in #UnrealEngine5 with @PixelCurmudgeon at our #GDC2024 Advanced Graphics Summit talk on Monday! See you there: schedule.gdconf.com/session/advanc…
Discover how to bring real-time path-traced lighting to life in #UnrealEngine5 at our #GDC2024 Advanced Graphics Summit. Learn about ReSTIR, the key to complex lighting environments, and gain insights from our integration experiences.
Can Lumen function as part of a path tracer? 🤔 Come see my talk with @acmarrs at GDC for some deeper thoughts. schedule.gdconf.com/session/advanc…
Shipped an update to our NvRTX branch of UE5 yesterday. Offers some pretty cool real-time effects, including semi-transparent shadows.
The latest update to the NVRTX 5.3 branch introduces partial colored transmittance github.com/NvRTX/UnrealEn… I think many #UE5 devs -including myself- will appreciate getting accurate and dynamic colored translucent shadows in real-time without light baking :)

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