NVIDIA 图灵架构为 GeForce RTX 20 带来即时光线追蹤与 AI 技术, RTX 将使游戏中的光影宛若真实世界

Turing /图灵是继首度导入 GPU 概念的 GeForce 256 之后第八世代 GPU 架构,而在今年 GDC 大会携手微软的 DXR 规範、所发表的 NVIDIA RTX 即时光线追蹤技术,可说是为此次 Turing /图灵架构铺

Turing /图灵是继首度导入 GPU 概念的 GeForce 256 之后第八世代 GPU 架构,而在今年 GDC 大会携手微软的 DXR 规範、所发表的 NVIDIA RTX 即时光线追蹤技术,可说是为此次 Turing /图灵架构铺路,在导入专门针对光线追蹤的 RT Core 后,结合 Tensor Core 的 AI 技术,终于能在单张 GPU 达成即时光线追蹤技术。 

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也如 SIGGRAPH 发表会一样,这场活动再度从开始介绍光线追蹤技术的发展开始,毕竟 Turing /图灵架构最大的特色,就是在 Volta 架构加入针对人工智慧的 Tensor Core 之后,加入支援即时光线追蹤的 RT Core ,为 GPU 发展历史首度带来即时的光线追蹤技术。

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当然此次同样也强调透过单张 GeForce 进行原本需要 4 张 Tesla V100 才能实现、基于 Unreal 4 Engine 的星际大战展示:当然首批基于 Turing /图灵架构的 GPU ,也如同其姊妹品 Quadro RTX 8000 / RTX 6000 有相同的性能,具备 14TFLOPS + 14TIPS 的性能,以及具备 110 TFLOPS FP16 的 Tensor Core 性能,还有最重要的 10 Giga Rays 的 RT Core 。 

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同时黄仁勋也为此次 Turing /图灵架构的特性,表示业界对于性能需要有全新的定义,以一张图表讲解对于 Turing /图灵架构而言, 1 Frame 需进行相当複杂的运算过程,包含光线追蹤、 FT32 与 INT32 Shading 、机器学习的流程,将这些程序统合提出名为 RTX-OPS 的效能计算单位,并指出 具备 78 RTX-OPS 的运算性能。

在介绍即时光线追蹤的最后,也不免俗的再度展示在今年 SIGGRAPH 亮相的 Project SOL 短片,并强调透过单卡达成此项技术展示。

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介绍完即时光线追蹤后,黄仁勋将话锋一转,回到目前 NVIDIA 重点技术发展: AI 与深度学习领域,强调透过 AI 与深度学习技术,为近代影像应用带来惊人的革新,包括为旧照片上色、应用在自动驾驶的机器视觉辨识、虚拟染髮、图片解析升频、将断层变成 3D 模型等功能。

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此时也带出 Turing /图灵所支援的新技术: DLSS / Deep Learning Super-Sampling,这是透过深度学习技术将其应用在动态影像提升品质的技术。同时提出全新的影像处理框架 NVIDIA NGX ,这是一项利用深度学习作为基础的 AI 影像处理技术;而 DLSS 也将为游戏与 CG 带来更精细的影像,透过深度学习技术,为低解析度影像、锯齿等状况进行强化,使影像具备更细腻、逼真的细节。

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同时,与 NVIDIA 此次与 Eidos 工作室深度合作的全新游戏: Shadow of the Tomb Raider /古墓奇兵:暗影也将针对此次 Turing /图灵的 RTX 技术进行深度整合,将在这款预计于九月上市的大作,针对可启用 RTX 即时光线追蹤特效。在发表会也进行实机展示,让观众比较 RTX 开启前后光影特性的差异。

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另一款预计会支援 RTX 技术的游戏,则是将于 2019 年 2 月上市,由 4A Games 开发的 Metro Exodus 战慄深邃:流亡,在展示中的高反差房间环境,个别以传统直接光线、透过增加假光源以及使用 RTX 技术即时光线追蹤作为效果比较,感受在即时光线追蹤加持下更逼真的的自然光效果。

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其它预计会导入 RTX 即时光线追蹤技术的游戏,还有拟真係赛车游戏 Asseto Corsa Competizone ,还有 EA 旗下 EA DICE 工作室开发的新一代 FPS 大作、与二战作为时空背景的 Battlefield V /战地风云 5 ,而战地风云 5 的技术展示中,一旦关闭 RTX ,就会发现背景失去相当多光影的反射结果,同时宣布有多款新作以及几款热门大作如 Final Fantacy XV 、 PRBG 绝地求生将透过 Patch 支援 RTX 即时光线追蹤。

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