3 hours ago, JoeJ said:
What circuits do you have in mind? Ray v.s. triangle or box tests are already faster than loading the data from memory. Fixed function acceleration structure may be too inflexible. Slow random memory access can't be fixed by any circuit at all.
Actually using tensor cores for denoising seems the only real news here,
Denoising isn't part of DXR. Those denoising algorithms have been published previously too - AI denoising has been around for a few years, and NV #hyped their version of it last year
Read the DXR manual to see the new HW features they're pushing for, not the #hype/#fail articles/videos written by other people to lazy to read the manual. I posted a summary on the first page:
There's a lot of HW changes coming to compute-core scheduling, bindless shader programs, compute coroutines and very fine grained indirect dispatching -- all things that renderers based around recursive ray generation system will need to perform well (and without CPU intervention). Offline/film renderers haven't needed these advancements yet because the millisecond-latency issues of CPU based workload scheduling don't affect them. For realtime we're going to need the GPU to be able to feed itself though.
Ray-geometry intersections can be defined with HLSL "intersection shaders", so there's no specific HW required for that, but they also define a fixed-function ray-vs-triangle mode, which does allow GPU vendors to bake that into silicon if they like. I don't know if that's worthwhile, but it's worth noting that even after all the advancements in general-purpose GPU compute hardware, every GPU still has fixed-function HW for texture filtering, rasterization, depth-testing and ROPs, so ray intersection may have a place there.