sc94597 said:
Mega geometry is actually not a neural rendering technique, even though it is part of their "RTX" SDK along with neural rendering techniques. It's a non-ML algorithm & group of data-structures that depends on clustering sub-meshes into groups of close together triangles. For a regular BVH pipeline you have: geometry output/triangles -> BLAS (BVH for mesh level) -> TLAS (BVH for scene level) Mega Geometry adds an additional step between the geometry output and the traditional BVH passes: geometry output/triangles -> CLAS (Cluster level BVH) -> Cluster BLAS (BVH for mesh level, but now clustered using the CLAS) -> TLAS (BVH for scene level.) This allows Nvidia to accelerate and/or improve ray tracing. In the RTX suite, the more deep-learning oriented features are neural shaders, neural materials, and RTX texture compression. Neural shaders are exactly what their name implies. They're very small neural networks that take in a few dozen inputs about an asset and the scene and provides output values which affect the properties of a scene, material, or group of materials. Traditional shaders are programs that do this through intentional code. Neural shaders do this by learning what traditionally is done, and replacing expensive (compute-wise) procedural parts of the shader. The value is that they can more efficiently do this for a similar quality output than a traditional shader by taking learned associative short-cuts. Neural materials are a specific type of neural shader that focuses on making material representations more efficient. Neural shaders can affect much more than material properties, but when applied to materials in a very organized fashion, you can get a more efficient representation of the material and therefore improve quality by utilizing the extra saved compute. Neural texture compression is Nvidia's improved compression method that uses neural networks to reduce texture sizes without as large a loss in quality as non-NN methods. |
The bolded makes absolutely no sense whatsoever. Just sounds like gobbledygook. What's non-ML? What's a sub-mesh? What is BVH, BLAS, and TLAS? So mega geometry is just something to make ray tracing easier? Raytracing is a waste of resources IMO. I've never been impressed with it.
Neural shaders sounds like something that benefits only weak hardware. I would rather see compute heavy shaders that are high quality than low quality shaders.
Texture compression sounds good.









