title
Ray Tracing: How NVIDIA Solved the Impossible!

description
❤️ Check out Lambda here and sign up for their GPU Cloud: https://lambdalabs.com/papers 📝 The showcased papers are available here: https://research.nvidia.com/publication/2021-07_rearchitecting-spatiotemporal-resampling-production https://research.nvidia.com/publication/2022-07_generalized-resampled-importance-sampling-foundations-restir https://graphics.cs.utah.edu/research/projects/gris/ https://users.cg.tuwien.ac.at/zsolnai/gfx/adaptive_metropolis/ Link to the talk at GTC: https://www.nvidia.com/en-us/on-demand/session/gtcfall22-a41171/ If you wish to learn more about light transport, I have a course that is free for everyone, no strings attached: https://users.cg.tuwien.ac.at/zsolnai/gfx/rendering-course/ ❤️ Watch these videos in early access on our Patreon page or join us here on YouTube: - https://www.patreon.com/TwoMinutePapers - https://www.youtube.com/channel/UCbfYPyITQ-7l4upoX8nvctg/join 🙏 We would like to thank our generous Patreon supporters who make Two Minute Papers possible: Aleksandr Mashrabov, Alex Balfanz, Alex Haro, Andrew Melnychuk, Benji Rabhan, Bryan Learn, B Shang, Christian Ahlin, Eric Martel, Geronimo Moralez, Gordon Child, Jace O'Brien, Jack Lukic, John Le, Jonas, Jonathan, Kenneth Davis, Klaus Busse, Kyle Davis, Lorin Atzberger, Lukas Biewald, Luke Dominique Warner, Matthew Allen Fisher, Michael Albrecht, Michael Tedder, Nevin Spoljaric, Nikhil Velpanur, Owen Campbell-Moore, Owen Skarpness, Rajarshi Nigam, Ramsey Elbasheer, Steef, Taras Bobrovytsky, Ted Johnson, Thomas Krcmar, Timothy Sum Hon Mun, Torsten Reil, Tybie Fitzhugh, Ueli Gallizzi. If you wish to appear here or pick up other perks, click here: https://www.patreon.com/TwoMinutePapers Thumbnail background design: Felícia Zsolnai-Fehér - http://felicia.hu Károly Zsolnai-Fehér's links: Instagram: https://www.instagram.com/twominutepapers/ Twitter: https://twitter.com/twominutepapers Web: https://cg.tuwien.ac.at/~zsolnai/

detail
{'title': 'Ray Tracing: How NVIDIA Solved the Impossible!', 'heatmap': [{'end': 525.834, 'start': 509.703, 'weight': 0.762}, {'end': 971, 'start': 961.29, 'weight': 0.898}], 'summary': "Nvidia's video explores challenges in light transport research, discussing noise challenges, real-time light transport, and smart algorithms, focusing on their breakthrough in vauxhall cone tracing with a 2011 paper and advancements achieving over 80 frames per second with a rendering speed of 12 milliseconds per frame and significant performance improvement.", 'chapters': [{'end': 232.767, 'segs': [{'end': 135.932, 'src': 'embed', 'start': 29.477, 'weight': 0, 'content': [{'end': 35.161, 'text': 'If we wish to create a truly gorgeous photorealistic scene in computer graphics,', 'start': 29.477, 'duration': 5.684}, {'end': 40.866, 'text': 'we usually reach out to a light transport simulation algorithm and then this happens.', 'start': 35.161, 'duration': 5.705}, {'end': 44.288, 'text': 'Oh yes, concept number one.', 'start': 41.927, 'duration': 2.361}, {'end': 49.533, 'text': 'Noise This is not photorealistic at all, not yet anyway.', 'start': 44.909, 'duration': 4.624}, {'end': 51.094, 'text': 'Why is that??', 'start': 50.353, 'duration': 0.741}, {'end': 61.406, 'text': 'Well, during this process, we have to shoot millions and millions of light rays into the scene to estimate how much light is bouncing around,', 'start': 51.741, 'duration': 9.665}, {'end': 69.011, 'text': 'and before we have simulated enough rays, the inaccuracies in our estimations show up as noise in these images.', 'start': 61.406, 'duration': 7.605}, {'end': 77.358, 'text': 'This clears up over time, but it may take from minutes to days for this to happen, even for a smaller scene.', 'start': 69.671, 'duration': 7.687}, {'end': 81.742, 'text': 'For instance, this one took us three full weeks to finish.', 'start': 77.959, 'duration': 3.783}, {'end': 85.165, 'text': 'Three weeks! Yes, really.', 'start': 82.423, 'duration': 2.742}, {'end': 86.907, 'text': 'I am not kidding.', 'start': 85.666, 'duration': 1.241}, {'end': 93.429, 'text': 'Ouch, Solving this problem in real time seems absolutely impossible,', 'start': 87.607, 'duration': 5.822}, {'end': 97.931, 'text': 'which has been the consensus in the light transport research community for a long while.', 'start': 93.429, 'duration': 4.502}, {'end': 106.114, 'text': 'So much so that at the most prestigious computer graphics conference, SIGGRAPH, there was even a course by the name.', 'start': 98.431, 'duration': 7.683}, {'end': 109.275, 'text': 'Ray Tracing is the Future and Will Ever Be.', 'start': 106.114, 'duration': 3.161}, {'end': 117.438, 'text': 'This was a bit of a wordplay, yes, but I hope you now have a feel of how impossible this problem feels.', 'start': 109.855, 'duration': 7.583}, {'end': 128.346, 'text': 'And when I was starting out as a first-year PhD student, I was wondering whether real-time light transport will be a possibility within my lifetime.', 'start': 118.279, 'duration': 10.067}, {'end': 135.932, 'text': 'It was such an outrageous idea, I usually avoided even bringing up the question in conversation.', 'start': 128.827, 'duration': 7.105}], 'summary': 'Photorealistic scenes in computer graphics require shooting millions of light rays, taking weeks to clear up noise.', 'duration': 106.455, 'max_score': 29.477, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE29477.jpg'}, {'end': 217.442, 'src': 'embed', 'start': 186.819, 'weight': 3, 'content': [{'end': 192.425, 'text': "This is my other favorite, Vencell Jakob's manifold exploration paper at work here.", 'start': 186.819, 'duration': 5.606}, {'end': 203.136, 'text': 'This algorithm is absolutely incredible and the way it develops an image over time is one of the most beautiful sights in all light transport research.', 'start': 193.006, 'duration': 10.13}, {'end': 210.219, 'text': 'So, if we understand correctly, the more complex these algorithms are, the smarter they can get.', 'start': 203.857, 'duration': 6.362}, {'end': 217.442, 'text': 'however, at the same time, due to their complexity, they cannot be implemented so well on the graphics card.', 'start': 210.219, 'duration': 7.223}], 'summary': "Vencell jakob's algorithm for image development is incredible, but its complexity limits graphics card implementation.", 'duration': 30.623, 'max_score': 186.819, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE186819.jpg'}], 'start': 0.229, 'title': 'Challenges in light transport research', 'summary': "Explores noise challenges in creating photorealistic scenes, discusses nvidia's solution papers, highlights real-time light transport challenges, and delves into smart algorithms' efficiency in light transport research.", 'chapters': [{'end': 77.358, 'start': 0.229, 'title': "Photorealistic scene rendering with nvidia's miracle papers", 'summary': 'Explores the challenge of noise in creating photorealistic scenes in computer graphics, and discusses four miracle papers from scientists at nvidia that aim to solve this problem by reducing the time required for light transport simulation.', 'duration': 77.129, 'highlights': ['Noise in photorealistic scene rendering occurs due to the inaccuracies in estimations from shooting millions of light rays into the scene, taking from minutes to days to clear up.', 'Creating truly gorgeous photorealistic scenes in computer graphics requires light transport simulation algorithms, leading to noise in images until enough light rays are simulated, showcasing inaccuracies in estimations.', 'Discussion of the challenge of noise in creating photorealistic scenes in computer graphics and the need to shoot millions of light rays into the scene for accurate estimations.', 'The time required for noise to clear up in photorealistic scene rendering can range from minutes to days, even for smaller scenes, due to the need to simulate enough light rays to reduce inaccuracies.']}, {'end': 163.003, 'start': 77.959, 'title': 'Real-time light transport challenges', 'summary': 'Discusses the challenges in real-time light transport research, highlighting the consensus in the community that solving this problem seems impossible, with a mention of the time taken to finish such images and the significance of important sampling in light transport research.', 'duration': 85.044, 'highlights': ['The consensus in the light transport research community is that solving the real-time light transport problem seems impossible, with images taking from hours to weeks to finish.', "At the most prestigious computer graphics conference, SIGGRAPH, a course titled 'Ray Tracing is the Future and Will Ever Be' highlighted the perceived impossibility of real-time light transport.", "The significance of 'important sampling' is emphasized in light transport research."]}, {'end': 232.767, 'start': 163.543, 'title': 'Smart algorithms in light transport research', 'summary': "Delves into the efficiency of smart algorithms such as metropolis light transport and vencell jakob's manifold exploration paper in allocating rays in scenes, with the latter being visually stunning but complex and computationally challenging.", 'duration': 69.224, 'highlights': ["Vencell Jakob's manifold exploration paper is visually stunning but complex and computationally challenging.", 'Metropolis Light Transport allocates rays smarter than previous techniques, especially on difficult scenes.', "Complex algorithms like Vencell Jakob's manifold exploration paper may not be easily implemented on graphics cards, posing a computational challenge.", 'The choice between simpler algorithms and smarter ones is influenced by the ability to take advantage of ever-improving graphics cards.']}], 'duration': 232.538, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE229.jpg', 'highlights': ['Real-time light transport problem seems impossible, with images taking from hours to weeks to finish.', 'Creating truly gorgeous photorealistic scenes in computer graphics requires light transport simulation algorithms, leading to noise in images until enough light rays are simulated.', 'The consensus in the light transport research community is that solving the real-time light transport problem seems impossible.', "Vencell Jakob's manifold exploration paper is visually stunning but complex and computationally challenging.", 'The time required for noise to clear up in photorealistic scene rendering can range from minutes to days, even for smaller scenes.']}, {'end': 405.465, 'segs': [{'end': 265.338, 'src': 'embed', 'start': 233.547, 'weight': 0, 'content': [{'end': 242.879, 'text': "So now I can't believe I am saying this, but let's see how NVIDIA solved the impossible through four amazing papers.", 'start': 233.547, 'duration': 9.332}, {'end': 247.966, 'text': 'And that is how they created real-time algorithms for light transport.', 'start': 243.62, 'duration': 4.346}, {'end': 250.121, 'text': 'Paper number one.', 'start': 248.8, 'duration': 1.321}, {'end': 252.002, 'text': 'Vauxhall cone tracing.', 'start': 250.681, 'duration': 1.321}, {'end': 258.887, 'text': 'Oh my, this is an iconic paper that was one of the first signs of something bigger to come.', 'start': 252.783, 'duration': 6.104}, {'end': 263.31, 'text': 'Now, hold on to your papers, and look at this.', 'start': 259.587, 'duration': 3.723}, {'end': 265.338, 'text': 'Oh my goodness.', 'start': 264.557, 'duration': 0.781}], 'summary': 'Nvidia solved the impossible through four papers on real-time algorithms for light transport, including the iconic vauxhall cone tracing.', 'duration': 31.791, 'max_score': 233.547, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE233547.jpg'}, {'end': 382.464, 'src': 'embed', 'start': 322.37, 'weight': 1, 'content': [{'end': 328.992, 'text': 'Shortcut number two, it only computes two bounces for each light ray for the illumination.', 'start': 322.37, 'duration': 6.622}, {'end': 337.875, 'text': 'That is pretty good, but not nearly as great as a full solution with potentially infinitely many bounces.', 'start': 329.712, 'duration': 8.163}, {'end': 340.476, 'text': 'It also uses tons of memory.', 'start': 338.395, 'duration': 2.081}, {'end': 350.639, 'text': "So, plenty of things to improve here, but my goodness, if this was not a quantum leap in light transport simulation, I really don't know what is.", 'start': 341.116, 'duration': 9.523}, {'end': 360.144, 'text': 'This really shows that scientists at NVIDIA are not afraid of completely rethinking existing systems to make them better,', 'start': 351.599, 'duration': 8.545}, {'end': 363.046, 'text': "and boy isn't this a marvelous example of that.", 'start': 360.144, 'duration': 2.902}, {'end': 368.53, 'text': 'And remember, all this in 2011.', 'start': 363.887, 'duration': 4.643}, {'end': 370.571, 'text': '2011! More than 10 years ago.', 'start': 368.53, 'duration': 2.041}, {'end': 373.052, 'text': 'Absolutely mind-blowing.', 'start': 371.431, 'duration': 1.621}, {'end': 380.237, 'text': 'And, one more thing, this is the culmination of software and hardware working together.', 'start': 373.793, 'duration': 6.444}, {'end': 382.464, 'text': 'designing them for each other.', 'start': 380.822, 'duration': 1.642}], 'summary': "Nvidia's 2011 light transport simulation marked a quantum leap, computing only two bounces yet with potential for infinite bounces, though memory-intensive. an example of rethinking systems for improvement, it highlights the collaboration of software and hardware.", 'duration': 60.094, 'max_score': 322.37, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE322370.jpg'}], 'start': 233.547, 'title': "Nvidia's real-time light transport", 'summary': "Explores nvidia's breakthrough in real-time light transport, focusing on vauxhall cone tracing, a 2011 paper that revolutionized light simulation, demonstrating a significant advancement in the field over a decade ago.", 'chapters': [{'end': 405.465, 'start': 233.547, 'title': "Nvidia's breakthrough in real-time light transport", 'summary': "Explores nvidia's groundbreaking papers on real-time light transport, including vauxhall cone tracing, a 2011 paper that revolutionized light simulation with its innovative approach, despite its limitations, showcasing a quantum leap in the field more than 10 years ago.", 'duration': 171.918, 'highlights': ['Vauxhall cone tracing paper from 2011 revolutionized light simulation with its innovative approach, showcasing a quantum leap in the field more than 10 years ago.', "The paper's approach includes subdividing space into voxels and only computing two bounces for each light ray, simplifying the light transport simulation problem, while using tons of memory and not offering a full solution with potentially infinitely many bounces.", "The breakthrough demonstrates NVIDIA's willingness to completely rethink existing systems to make them better, highlighting the culmination of software and hardware working together for this advancement.", 'The Vauxhall cone tracing paper showcases a remarkable example of scientists at NVIDIA not being afraid to challenge existing systems to achieve significant progress in real-time light transport simulation.']}], 'duration': 171.918, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE233547.jpg', 'highlights': ['Vauxhall cone tracing paper from 2011 revolutionized light simulation with its innovative approach, showcasing a quantum leap in the field more than 10 years ago.', "The breakthrough demonstrates NVIDIA's willingness to completely rethink existing systems to make them better, highlighting the culmination of software and hardware working together for this advancement.", "The paper's approach includes subdividing space into voxels and only computing two bounces for each light ray, simplifying the light transport simulation problem, while using tons of memory and not offering a full solution with potentially infinitely many bounces.", 'The Vauxhall cone tracing paper showcases a remarkable example of scientists at NVIDIA not being afraid to challenge existing systems to achieve significant progress in real-time light transport simulation.']}, {'end': 956.859, 'segs': [{'end': 489.494, 'src': 'embed', 'start': 432.06, 'weight': 0, 'content': [{'end': 443.763, 'text': 'it can also render this scene with 3.4 million light sources, and this method can render not just an image but an animation of it interactively.', 'start': 432.06, 'duration': 11.703}, {'end': 454.172, 'text': "What's more, the more detailed comparisons in the paper reveal that this method is ten to a hundred times faster than previous techniques,", 'start': 444.508, 'duration': 9.664}, {'end': 457.673, 'text': 'and it also maps really well onto our graphics cards.', 'start': 454.172, 'duration': 3.501}, {'end': 461.695, 'text': 'Okay, but what is behind all this wizardry?', 'start': 458.394, 'duration': 3.301}, {'end': 463.876, 'text': 'How is this even possible?', 'start': 462.255, 'duration': 1.621}, {'end': 472.281, 'text': 'Well, the magic behind all this is a smarter allocation of these ray samples that we have to shoot into the scene.', 'start': 464.716, 'duration': 7.565}, {'end': 481.568, 'text': 'For instance, this technique does not forget what we did just a moment ago when we moved the camera a little to advance to the next image.', 'start': 472.842, 'duration': 8.726}, {'end': 489.494, 'text': 'Thus, lots of information that is otherwise thrown away can now be reused as we advance the animation.', 'start': 482.128, 'duration': 7.366}], 'summary': 'New method renders 3.4m light sources, 10-100x faster than previous, reuses information for faster animation.', 'duration': 57.434, 'max_score': 432.06, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE432060.jpg'}, {'end': 533.197, 'src': 'heatmap', 'start': 509.703, 'weight': 0.762, 'content': [{'end': 517.807, 'text': 'And to be able to create something that is 10 to 100 times better in this environment, that is insanity.', 'start': 509.703, 'duration': 8.104}, {'end': 521.972, 'text': 'And, this proper ray allocation has one more advantage.', 'start': 518.59, 'duration': 3.382}, {'end': 525.834, 'text': 'What is that? Well, have a look at this.', 'start': 522.732, 'duration': 3.102}, {'end': 530.616, 'text': 'Imagine that you are a good painter, and you are given this image.', 'start': 526.414, 'duration': 4.202}, {'end': 533.197, 'text': 'Now, your task is to finish it.', 'start': 531.396, 'duration': 1.801}], 'summary': 'Creating something 10 to 100 times better in this environment is considered insanity.', 'duration': 23.494, 'max_score': 509.703, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE509703.jpg'}, {'end': 622.575, 'src': 'embed', 'start': 564.833, 'weight': 3, 'content': [{'end': 570.776, 'text': 'And now, if you have been holding onto your paper so far, squeeze that paper, because, look.', 'start': 564.833, 'duration': 5.943}, {'end': 575.378, 'text': 'This technique can produce this image in the same amount of time.', 'start': 571.336, 'duration': 4.042}, {'end': 577.059, 'text': "Now we're talking.", 'start': 576.299, 'duration': 0.76}, {'end': 586.364, 'text': "Now, let's give this to the denoising algorithm, and…yes! We get a much sharper, more detailed output.", 'start': 577.78, 'duration': 8.584}, {'end': 590.226, 'text': "Actually, let's compare it to the clean reference image.", 'start': 587.144, 'duration': 3.082}, {'end': 591.937, 'text': 'Yes, yes, yes.', 'start': 591.016, 'duration': 0.921}, {'end': 593.938, 'text': 'This is much closer.', 'start': 592.457, 'duration': 1.481}, {'end': 596.239, 'text': 'This really blows my mind.', 'start': 594.558, 'duration': 1.681}, {'end': 601.301, 'text': 'We are now one step closer to proper, interactive light transport.', 'start': 596.659, 'duration': 4.642}, {'end': 606.164, 'text': 'Now, note that I used the word interactively twice here.', 'start': 601.982, 'duration': 4.182}, {'end': 608.425, 'text': 'I did not say real time.', 'start': 606.744, 'duration': 1.681}, {'end': 610.746, 'text': 'And that is not by mistake.', 'start': 609.105, 'duration': 1.641}, {'end': 614.669, 'text': 'These techniques are absolutely fantastic,', 'start': 611.287, 'duration': 3.382}, {'end': 622.575, 'text': 'one of the bigger leaps in light transport research but they still cost a little more than what production systems can shoulder.', 'start': 614.669, 'duration': 7.906}], 'summary': 'New technique produces sharper images in same time. one step closer to interactive light transport with some cost limitations.', 'duration': 57.742, 'max_score': 564.833, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE564833.jpg'}, {'end': 711.196, 'src': 'embed', 'start': 654.306, 'weight': 1, 'content': [{'end': 660.772, 'text': 'And hold on to your papers, because all this takes about 12 milliseconds per frame.', 'start': 654.306, 'duration': 6.466}, {'end': 664.215, 'text': 'That is over 80 frames per second.', 'start': 661.432, 'duration': 2.783}, {'end': 665.816, 'text': 'Yes, yes, yes.', 'start': 664.775, 'duration': 1.041}, {'end': 667.077, 'text': 'My goodness.', 'start': 666.417, 'duration': 0.66}, {'end': 671.121, 'text': 'That is finally in the real-time domain, and then some.', 'start': 667.477, 'duration': 3.644}, {'end': 679.607, 'text': "What a time to be alive! Okay, so, where's the catch? Our keen eyes see that this is a static scene.", 'start': 671.801, 'duration': 7.806}, {'end': 687.053, 'text': "It probably can deal with dynamic movements and rapid changes in lighting, can it? Well, let's have a look.", 'start': 680.148, 'duration': 6.905}, {'end': 690.996, 'text': 'Wow I cannot believe my eyes.', 'start': 687.953, 'duration': 3.043}, {'end': 693.339, 'text': 'Dynamic movement, checkmark.', 'start': 691.477, 'duration': 1.862}, {'end': 701.066, 'text': 'And here, this is as much change in the lighting as we would ever want, and it can do this too.', 'start': 693.999, 'duration': 7.067}, {'end': 703.949, 'text': 'And we are still not done yet.', 'start': 701.967, 'duration': 1.982}, {'end': 711.196, 'text': 'At this point, real time is fantastic, I cannot overstate how huge of an achievement that is.', 'start': 704.43, 'duration': 6.766}], 'summary': 'Real-time processing achieves over 80 frames per second, handling dynamic movement and rapid changes in lighting.', 'duration': 56.89, 'max_score': 654.306, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE654306.jpg'}, {'end': 797.816, 'src': 'embed', 'start': 766.887, 'weight': 5, 'content': [{'end': 772.069, 'text': 'This seems nearly hopeless to clean up in a reasonable amount of time, and this.', 'start': 766.887, 'duration': 5.182}, {'end': 776.971, 'text': 'This might be ready to go as is with a good noise filter.', 'start': 772.629, 'duration': 4.342}, {'end': 786.17, 'text': "How cool is that? Now, talking about difficult light paths, let's have a look at this beautiful, caustic pattern here.", 'start': 777.891, 'duration': 8.279}, {'end': 789.511, 'text': "Do you see it? Well, of course you don't.", 'start': 786.89, 'duration': 2.621}, {'end': 797.816, 'text': "This region is so undersampled, we not only can't see it, it is hard to even imagine what should be there.", 'start': 789.952, 'duration': 7.864}], 'summary': 'Challenges in cleaning up the data due to undersampling, potential solution with noise filter, and difficulty in visualizing the undersampled region.', 'duration': 30.929, 'max_score': 766.887, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE766887.jpg'}, {'end': 945.51, 'src': 'embed', 'start': 911.181, 'weight': 8, 'content': [{'end': 921.031, 'text': "If you're looking for inexpensive cloud GPUs for AI, Lambda now offers the best prices in the world for GPU cloud compute.", 'start': 911.181, 'duration': 9.85}, {'end': 923.995, 'text': 'No commitments or negotiation required.', 'start': 921.592, 'duration': 2.403}, {'end': 926.818, 'text': 'Just sign up and launch an instance.', 'start': 924.375, 'duration': 2.443}, {'end': 941.428, 'text': 'And, hold on to your papers, because with Lambda GPU Cloud, you can get on-demand A100 instances for $1.10 per hour versus $4.10 per hour with AWS.', 'start': 927.558, 'duration': 13.87}, {'end': 944.209, 'text': "That's 73% savings.", 'start': 941.948, 'duration': 2.261}, {'end': 945.51, 'text': 'Did I mention?', 'start': 944.69, 'duration': 0.82}], 'summary': 'Lambda offers a100 instances for $1.10 per hour, 73% less than aws.', 'duration': 34.329, 'max_score': 911.181, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE911181.jpg'}], 'start': 405.966, 'title': 'Advancements in real-time light transport', 'summary': 'Discusses a high-speed rendering technique handling over 20 million triangles and 3.4 million light sources, achieving 10 to 100 times performance improvement and better denoising results. it also presents breakthrough real-time light transport research achieving over 80 frames per second with a 12 milliseconds per frame rendering speed and significant noise reduction and caustic pattern improvement by up to a hundred times.', 'chapters': [{'end': 593.938, 'start': 405.966, 'title': 'High-speed rendering and denoising', 'summary': 'Discusses a high-speed rendering technique that can handle over 20 million triangles and 3.4 million light sources, rendering images and animations interactively in milliseconds and outperforming previous techniques by 10 to 100 times, while also achieving better denoising results.', 'duration': 187.972, 'highlights': ['The rendering technique can handle over 20 million triangles and 3.4 million light sources, producing images and animations interactively in milliseconds.', 'The method is ten to a hundred times faster than previous techniques and maps well onto graphics cards.', 'The magic behind the high-speed rendering is a smarter allocation of ray samples, reusing information as the animation advances and outperforming mature techniques by 10 to 100 times.', 'The proper ray allocation also results in better denoising, producing sharper and more detailed output in the same amount of time.']}, {'end': 711.196, 'start': 594.558, 'title': 'Real-time light transport breakthrough', 'summary': 'Discusses a breakthrough in light transport research, presenting a new technique that achieves over 80 frames per second, allowing for dynamic movements and rapid changes in lighting, at about 12 milliseconds per frame.', 'duration': 116.638, 'highlights': ['The new technique achieves over 80 frames per second, allowing for dynamic movements and rapid changes in lighting, at about 12 milliseconds per frame. The new technique achieves over 80 frames per second, allowing for dynamic movements and rapid changes in lighting, at about 12 milliseconds per frame.', 'The technique is a significant leap in light transport research but currently costs more than what production systems can handle. The technique is a significant leap in light transport research but currently costs more than what production systems can handle.', 'The achievement of real-time performance in dealing with dynamic movements and rapid changes in lighting is emphasized as a huge milestone. The achievement of real-time performance in dealing with dynamic movements and rapid changes in lighting is emphasized as a huge milestone.']}, {'end': 956.859, 'start': 711.877, 'title': 'Real-time light transport advancements', 'summary': 'Discusses the advancements in real-time light transport techniques, showcasing a significant reduction in noise and improvement in caustic patterns by up to a hundred times, with a potential hundredfold increase in ray samples and a 73% cost savings with lambda gpu cloud.', 'duration': 244.982, 'highlights': ['Advancements in real-time light transport techniques The techniques have shown a significant reduction in noise and improvement in caustic patterns by up to a hundred times.', 'Potential hundredfold increase in ray samples Difficult light paths that previously required a ton more ray samples to clean up are now potentially ready to go as is with a good noise filter.', '73% cost savings with Lambda GPU Cloud Lambda now offers on-demand A100 instances for $1.10 per hour versus $4.10 per hour with AWS, resulting in a 73% cost savings.']}], 'duration': 550.893, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/NRmkr50mkEE/pics/NRmkr50mkEE405966.jpg', 'highlights': ['The rendering technique can handle over 20 million triangles and 3.4 million light sources, producing images and animations interactively in milliseconds.', 'The new technique achieves over 80 frames per second, allowing for dynamic movements and rapid changes in lighting, at about 12 milliseconds per frame.', 'The method is ten to a hundred times faster than previous techniques and maps well onto graphics cards.', 'Advancements in real-time light transport techniques The techniques have shown a significant reduction in noise and improvement in caustic patterns by up to a hundred times.', 'The magic behind the high-speed rendering is a smarter allocation of ray samples, reusing information as the animation advances and outperforming mature techniques by 10 to 100 times.', 'Potential hundredfold increase in ray samples Difficult light paths that previously required a ton more ray samples to clean up are now potentially ready to go as is with a good noise filter.', 'The proper ray allocation also results in better denoising, producing sharper and more detailed output in the same amount of time.', 'The achievement of real-time performance in dealing with dynamic movements and rapid changes in lighting is emphasized as a huge milestone.', '73% cost savings with Lambda GPU Cloud Lambda now offers on-demand A100 instances for $1.10 per hour versus $4.10 per hour with AWS, resulting in a 73% cost savings.']}], 'highlights': ['Vauxhall cone tracing paper from 2011 revolutionized light simulation with its innovative approach, showcasing a quantum leap in the field more than 10 years ago.', 'The new technique achieves over 80 frames per second, allowing for dynamic movements and rapid changes in lighting, at about 12 milliseconds per frame.', 'The method is ten to a hundred times faster than previous techniques and maps well onto graphics cards.', 'Advancements in real-time light transport techniques The techniques have shown a significant reduction in noise and improvement in caustic patterns by up to a hundred times.', 'The magic behind the high-speed rendering is a smarter allocation of ray samples, reusing information as the animation advances and outperforming mature techniques by 10 to 100 times.']}