March 15, 2016 — NVIDIA today announced worldwide availability of the NVIDIA GameWorks SDK (software development kit) 3.1, which introduces three groundbreaking graphics techniques for shadows and lighting as well as two new physical simulation algorithms released as betas.
“It’s our passion for gaming that drives us to tackle the technical problems presented by realtime rendering and simulation,” said Tony Tamasi, senior vice president of content and technology at NVIDIA. “Our GameWorks technologies push the boundaries of what’s possible in real time, enabling developers to ship their games with state of the art special effects and simulations.”
The New GameWorks Rendering Techniques
- NVIDIA Volumetric Lighting — an advanced lighting technique that simulates how light behaves as it scatters through the air and atmosphere. NVIDIA Volumetric Lighting was first introduced in the hit video game Fallout 4.
- NVIDIA Hybrid Frustum Traced Shadows (HFTS) — an algorithm for drawing high-fidelity shadows that transition smoothly from hard shadows near the occluding object, to proper soft shadows in regions farther away. HFTS debuted in the hit video game Tom Clancy’s The Division.
- NVIDIA Voxel Accelerated Ambient Occlusion (VXAO) — NVIDIA’s highest quality algorithm for real-time ambient occlusion, VXAO is a shading technique that adds depth and realism to any scene. It surpasses older techniques by calculating shadows in worldspace using all scene geometry, as opposed to screen space techniques that can only NVIDIA Advances Real-Time Game Rendering, Simulation with NVIDIA GameWorks SDK 3.1
The Extensions To The NVIDIA PhysX Library
- NVIDIA PhysX-GRB — a new implementation of NVIDIA’s popular PhysX rigid body
dynamics SDK, which has been used in hundreds of games. This hybrid CPU/GPU physics
pipeline improves performance by a factor of up to 6X for moderate to heavy simulation
loads. - NVIDIA Flow — a computational fluid dynamics algorithm that simulates and renders
combustible fluids such as fire and smoke. Unlike previous methods, Flow isn’t limited
to simulation of the fluids inside a bounding box.
NVIDIA makes source code for select GameWorks libraries available to developers via GitHub. Source code for NVIDIA Volumetric Lighting and NVIDIA’s FaceWorks demo is available today. Source code for NVIDIA HairWorks, NVIDIA HBAO+ and NVIDIA WaveWorks will be available soon.
Support Tech ARP!
If you like our work, you can help support our work by visiting our sponsors, participate in the Tech ARP Forums, or even donate to our fund. Any help you can render is greatly appreciated!