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What Is Path Tracing?

by Brian Caulfield

Turn on your TV. Fire up your favorite streaming service. Grab a Coke. A demo of the most important visual technology of our time is as close as your living room couch.

Propelled by an explosion in computing power over the past decade and a half, path tracing has swept through visual media.

It brings big effects to the biggest blockbusters, casts subtle light and shadow on the most immersive melodramas and has propelled the art of animation to new levels.

More’s coming.

Path tracing is going real time, unleashing interactive, photorealistic 3D environments filled with dynamic light and shadow, reflections and refractions.

So what is path tracing? The big idea behind it is seductively simple, connecting innovators in the arts and sciences over the span half a millennium.

What’s the Difference Between Rasterization and Ray Tracing?

First, let’s define some terms, and how they’re used today to create interactive graphics — graphics that can react in real time to input from a user, such as in video games.

The first, rasterization, is a technique that produces an image as seen from a single viewpoint. It’s been at the heart of GPUs from the start. Modern NVIDIA GPUs can generate over 100 billion rasterized pixels per second. That’s made rasterization ideal for real-time graphics, like gaming.

Ray tracing is a more powerful technique than rasterization. Rather than being constrained to finding out what is visible from a single point, it can determine what is visible from many different points, in many different directions. Starting with the NVIDIA Turing architecture, NVIDIA GPUs have provided specialized RTX hardware to accelerate this difficult computation. Today, a single GPU can trace billions of rays per second.

Being able to trace all of those rays makes it possible to simulate how light scatters in the real world much more accurately than is possible with rasterization. However, we still must answer the questions, how will we simulate light and how will we bring that simulation to the GPU?

What’s Ray Tracing? Just Follow the String

To better answer that question, it helps to understand how we got here.

David Luebke, NVIDIA vice president of graphics research, likes to begin the story in the 16th century with Albrecht Dürer — one of the most important figures of the Northern European Renaissance — who used string and weights to replicate a 3D image on a 2D surface.

Dürer made it his life’s work to bring classical and contemporary mathematics together with the arts, achieving breakthroughs in expressiveness and realism.

The string’s the thing: Albrecht Dürer was the first to describe what’s now known as “ray tracing,” a technique for creating accurate representations of 3D objects on a 2D surfaces in Underweysung der Messung (Nuremberg, 1525),f15

In 1525 with Treatise on Measurement, Dürer was the first to describe the idea of ray tracing. Seeing how Dürer described the idea is the easiest way to get your head around the concept.

Just think about how light illuminates the world we see around us.

Now imagine tracing those rays of light backward from the eye with a piece of string like the one Dürer used, to the objects that light interacts with. That’s ray tracing.

Ray Tracing for Computer Graphics

Turner Whitted’s 1979 paper, “An improved illumination model for shaded display,” jump-started a ray-tracing renaissance.

In 1969, more than 400 years after Dürer’s death, IBM’s Arthur Appel showed how the idea of ray tracing could be brought to computer graphics, applying it to computing visibility and shadows.

A decade later, Turner Whitted was the first to show how this idea could capture reflection, shadows and refraction, explaining how the seemingly simple concept could make much more sophisticated computer graphics possible. Progress was rapid in the following few years.

In 1984, Lucasfilm’s Robert Cook, Thomas Porter and Loren Carpenter detailed how ray tracing could incorporate many common filmmaking techniques — including motion blur, depth of field, penumbras, translucency and fuzzy reflections — that were, until then, unattainable in computer graphics.

Jim Kajiya’s 1986 paper, “The Rendering Equation,” not only outlined an elegant, physics-based equation for describing how light moves around in a scene, it outlined an efficient way to put it to work.

Two years later, CalTech professor Jim Kajiya’s crisp, seven-page paper, “The Rendering Equation,” connected computer graphics with physics by way of ray tracing and introduced the path-tracing algorithm, which makes it possible to accurately represent the way light scatters throughout a scene.

What’s Path Tracing?

In developing path tracing, Kajiya turned to an unlikely inspiration: the study of radiative heat transfer, or how heat spreads throughout an environment. Ideas from that field led him to introduce the rendering equation, which describes how light passes through the air and scatters from surfaces.

The rendering equation is concise, but not easy to solve. Computer graphics scenes are complex, with billions of triangles not being unusual today. There’s no way to solve the rendering equation directly, which led to Kajiya’s second crucial innovation.

Kajiya showed that statistical techniques could be used to solve the rendering equation: even if it isn’t solved directly, it’s possible to solve it along the paths of individual rays. If it is solved along the path of enough rays to approximate the lighting in the scene accurately, photorealistic images are possible.

And how is the rendering equation solved along the path of a ray? Ray tracing.

The statistical techniques Kajiya applied are known as Monte Carlo integration and date to the earliest days of computers in the 1940s. Developing improved Monte Carlo algorithms for path tracing remains an open research problem to this day; NVIDIA researchers are at the forefront of this area, regularly publishing new techniques that improve the efficiency of path tracing.

By putting these two ideas together — a physics-based equation for describing the way light moves around a scene — and the use of Monte Carlo simulation to help choose a manageable number of paths back to a light source, Kajiya outlined the fundamental techniques that would become the standard for generating photorealistic computer-generated images.

His approach transformed a field dominated by a variety of disparate rendering techniques into one that — because it mirrored the physics of the way light moved through the real world — could put simple, powerful algorithms to work that could be applied to reproduce a large number of visual effects with stunning levels of realism.

Path Tracing Comes to the Movies

In the years after its introduction in 1987, path tracing was seen as an elegant technique — the most accurate approach known — but it was completely impractical. The images in Kajiya’s original paper were just 256 by 256 pixels, yet they took over 7 hours to render on an expensive mini-computer that was far more powerful than the computers available to most other people.

But with the increase in computing power driven by Moore’s law — which described the exponential increase in computing power driven by advances that allowed chipmakers to double the number of transistors on microprocessors every 18 months — the technique became more and more practical.

Beginning with movies such as 1998’s A Bug’s Life, ray tracing was used to enhance the computer-generated imagery in more and more motion pictures. And in 2006, the first entirely path-traced movie, Monster House, stunned audiences. It was rendered using the Arnold software that was co-developed at Solid Angle SL (since acquired by Autodesk) and Sony Pictures Imageworks.

The film was a hit — grossing more than $140 million worldwide. And it opened eyes about what a new generation of computer animation could do. As more computing power became available, more movies came to rely on the technique, producing images that are often indistinguishable from those captured by a camera.

The problem: it still takes hours to render a single image and sprawling collections of servers — known as “render farms” — are running continuously to render images for months in order to make a complete movie. Bringing that to real-time graphics would take an extraordinary leap.

What Does This Look Like in Gaming?

For many years, the idea of path tracing in games was impossible to imagine. While many game developers would have agreed that they would want to use path tracing if it had the performance necessary for real-time graphics, the performance was so far off of real time that path tracing seemed unattainable.

Yet as GPUs have continued to become faster and faster, and now with the widespread availability of RTX hardware, real-time path tracing is in sight. Just as movies began incorporating some ray-tracing techniques before shifting to path tracing — games have started by putting ray tracing to work in a limited way.

Right now a growing number of games are partially ray traced. They combine traditional rasterization-based rendering techniques with some ray-tracing effects.

So what does path traced mean in this context? It could mean a mix of techniques. Game developers could rasterize the primary ray, and then path trace the lighting for the scene.

Rasterization is equivalent to casting one set of rays from a single point that stops at the first thing they hit. Ray tracing takes this further, casting rays from many points in any direction. Path tracing simulates the true physics of light, which uses ray tracing as one component of a larger light simulation system.

This would mean all lights in a scene are sampled stochastically — using Monte Carlo or other techniques — both for direct illumination, to light objects or characters, and for global illumination, to light rooms or environments with indirect lighting.

To do that, rather than tracing a ray back through one bounce, rays would be traced over multiple bounces, presumably back to their light source, just as Kajiya outlined.

A few games are doing this already, and the results are stunning.

Microsoft has released a plugin that puts path tracing to work in Minecraft.

Quake II, the classic shooter — often a sandbox for advanced graphics techniques — can also be fully path traced, thanks to a new plugin.

There’s clearly more to be done. And game developers will need to know customers have the computing power they need to experience path-traced gaming.

Gaming is the most challenging visual computing project of all: requiring high visual quality and the speed to interact with fast-twitch gamers.

Expect techniques pioneered here to spill out to every aspect of our digital lives.

What’s Next?

As GPUs continue to grow more powerful, putting path tracing to work is the next logical step.

For example, armed with tools such as Arnold from Autodesk, V-Ray from Chaos Group or Pixar’s Renderman — and powerful GPUs — product designers and architects use ray tracing to generate photorealistic mockups of their products in seconds, letting them collaborate better and skip expensive prototyping.

As GPUs offer ever more computing power, video games are the next frontier for ray tracing and path tracing.

In 2018, NVIDIA announced NVIDIA RTX, a ray-tracing technology that brings real-time, movie-quality rendering to game developers.

NVIDIA RTX, which includes a ray-tracing engine running on NVIDIA Ampere and Turing architecture GPUs, supports ray-tracing through a variety of interfaces.

And NVIDIA has partnered with Microsoft to enable full RTX support via Microsoft’s new DirectX Raytracing (DXR) API.

Since then, NVIDIA has continued to develop NVIDIA RTX technology, as more and more developers create games that support real-time ray tracing.

Minecraft even includes support for real-time path tracing, turning the blocky, immersive world into immersive landscapes swathed with light and shadow.

Thanks to increasingly powerful hardware, and a proliferation of software tools and related technologies, more is coming.

As a result, digital experiences — games, virtual worlds and even online collaboration tools — will take on the cinematic qualities of a Hollywood blockbuster.

So don’t get too comfy. What you’re seeing from your living room couch is just a demo of what’s to come in the world all around us.

 

This article has been updated to reflect the correct date for the publication of Albrecht Dürer’s Treatise on Measurement. 

NVIDIA Virtualizes Game Development With RTX PRO Server

NVIDIA RTX PRO 6000 Blackwell Server Edition GPUs centralize compute infrastructure for content creation, AI, engineering and quality assurance, delivering workstation-class performance at data center scale for game studios.
by Paul Logan

Game development teams are working across larger worlds, more complex pipelines and more distributed teams than ever. At the same time, many studios still rely on fixed, desk-bound GPU hardware for critical production work.

At the Game Developers Conference (GDC) this week in San Francisco, NVIDIA is showcasing a new approach to bring together disparate workflows using virtualized game development on NVIDIA RTX PRO Servers, powered by NVIDIA RTX PRO 6000 Blackwell Server Edition GPUs and NVIDIA vGPU software.

With the RTX PRO Server, studios can centralize and virtualize core workflows across creative, engineering, AI research and quality assurance (QA) — all on shared GPU infrastructure in the data center. 

This enables teams to maintain the responsiveness and visual fidelity they expect from workstation-class systems while improving infrastructure utilization, scalability, data security and operational consistency across teams and locations.

Simplifying Complex Workflows

As game development studios scale, hardware can often sit underutilized in one location while other teams wait to access it for production work. QA capacity is hard to expand quickly. Over time, workstation hardware, drivers and tools diverge, making bugs harder to reproduce. AI workloads are often isolated on separate infrastructure, creating more operational overhead. 

The NVIDIA RTX PRO Server helps studios move from workstation-by-workstation scaling to centralized GPU infrastructure. Studios can pool resources, allocate performance by workload and support parallel development, testing and AI workflows without expanding physical workstation sprawl.

Centralized GPU infrastructure enables studios to run AI training, simulation and game automation workloads overnight, then dynamically reallocate the same resources to interactive development during the day, improving overall utilization and reducing idle capacity.

The NVIDIA RTX PRO Server supports virtualized workflows for 3D graphics and AI across the game development lifecycle for:

  • Artists: Providing virtual RTX workstations for traditional 3D and generative AI content-creation workflows.
  • Developers: Powering consistent, high-performance engineering environments for coding and 3D development.
  • AI researchers: Offering large-memory GPU profiles for fine-tuning, inference and AI agents.
  • QA teams: Enabling scalable game validation and performance testing using the same NVIDIA Blackwell architecture used by GeForce RTX 50 Series GPUs.

This allows studios to support multiple teams — including across sites and contractors — on one common GPU platform, improving collaboration and reducing debugging issues that can arise from disparate hardware.

Supporting AI and Engineering on Shared Infrastructure

AI is becoming a core part of everyday game development, spanning coding, content creation, testing and live operations. As these workflows expand, studios need infrastructure that can support AI alongside traditional graphics workloads without introducing separate, siloed systems.

With the RTX PRO Server, studios can support coding agents, internal model experimentation and AI-assisted production workflows without spinning up a separate AI stack for every team.

The NVIDIA RTX PRO 6000 Blackwell Server Edition GPU features a massive 96GB memory buffer, enabling developers to run multiple demanding applications simultaneously while supporting AI inference on larger models directly alongside real-time graphics workflows.

NVIDIA Multi-Instance GPU (MIG) technology partitions a single GPU into isolated instances with dedicated memory, compute and cache resources. Combined with NVIDIA vGPU software, MIG can help studios securely allocate GPU capacity across users and workloads. In combined MIG and vGPU configurations, a single RTX PRO 6000 Blackwell Server Edition GPU can support up to 48 concurrent users, maximizing utilization while maintaining performance isolation.

Enterprise-Ready Deployment for Game Studios

NVIDIA RTX PRO Servers are designed for enterprise-grade data-center operations. Studios can deploy virtual workstations on RTX PRO Servers via NVIDIA vGPU on supported hypervisor and remote workstation platforms.

That means RTX PRO Servers can fit into studios’ existing infrastructure and IT practices, rather than requiring one-off deployments.

Major game publishers already use NVIDIA vGPU technology to scale centralized development infrastructure and improve efficiency at studio scale.

Learn more about the NVIDIA RTX PRO Server.

See these workflows live by joining NVIDIA’s booth 1426 at GDC or attending NVIDIA GTC, running March 16-19 in San Jose, California. 

See notice regarding software product information.

March Into the Cloud With 15 New Games Coming to GeForce NOW

Check out the week’s eight new additions along with a stacked lineup for March, including the launch of ‘Crimson Desert.’
by GeForce NOW Community
March games list for GeForce NOW

March is in full bloom, and that means a fresh wave of games heading to the cloud. 15 new titles are joining the GeForce NOW library this month.

Leading the March lineup is Pearl Abyss’ Crimson Desert, an open‑world action‑adventure set in a war‑torn fantasy land, alongside plenty of other games to explore. Whether looking to shake off the winter blues or jump into some bracket‑worthy gaming action, there’s something for everyone in the cloud.

March into the cloud and see what’s new — and keep an eye on GFN Thursdays all month for more updates. This week kicks off the month with eight new games.

March Gaming Madness

LORT on GeForce NOW
In LORT we trust.

LORT dials chaos up to 11 and snaps the knob clean off. Big Distraction’s off‑the‑rails adventure hurls players into a world where every corner hides a bad idea waiting to become a great story, powered by wild weapons, weirder characters and “Did that just happen?” moments. Catch every glorious disaster in full fidelity and play it on GeForce NOW, available this week.

Here’s are this week’s eight new additions:

  • Kingdom Come: Deliverance II (New release on Xbox, available on Game Pass, March 3, GeForce RTX 5080-ready)
  • Legacy of Kain: Defiance Remastered (New release on Steam, available March 3)
  • Esoteric Ebb (New release on Steam, available March 3)
  • The Legend of Khiimori (New release on Steam, available March 3, GeForce RTX 5080-ready)
  • Slay the Spire 2 (New release on Steam, available March 5)
  • Docked (New release on Steam, available March 5)
  • Death Stranding Director’s Cut (Steam, GeForce RTX 5080-ready)
  • LORT (Steam)

And look forward to the games coming throughout the rest of the month:

  • John Carpenter’s Toxic Commando (New release on Steam, March 12, GeForce RTX 5080-ready)
  • Everwind (New release on Steam, March 17)
  • Crimson Desert (New release on Steam, March 19)
  • Screamer (New release on Steam, March 23)
  • Nova Roma (New release on Steam and Xbox, available on Game Pass, March 26)
  • Legacy of Kain: Ascendance (New release on Steam, March 31)
  • Subliminal (New release on Steam, March 31)

February in the Books

In addition to the 24 games announced last month, 18 more joined the GeForce NOW library:

  • Anno: Mutationem (Xbox, available on Game Pass)
  • Blizzard Arcade Collection (Ubisoft Connect)
  • Capcom Beat ‘Em Up Bundle (Steam)
  • Capcom Fighting Collection (Steam)
  • Diablo (Ubisoft Connect)
  • Diablo + Hellfire Expansion  (Ubisoft Connect)
  • Diablo II: Resurrected (Ubisoft Connect)
  • Galactic Civilizations 3 (Xbox, available on the Microsoft Store)
  • KILLER INN (Steam)
  • Mega Man 11 (Steam)
  • MotoGP22 (Xbox, available on the Microsoft Store)
  • Spellcasters Chronicles (Steam, GeForce RTX 5080-ready)
  • STALCRAFT: X (Epic Games Store)
  • Street Fighter 30th Anniversary Collection (Steam)
  • Torment: Tides of Numenera (Steam and Xbox, available on Game Pass)
  • TCG Card Shop Simulator (Xbox, available on Game Pass)
  • Trine Enchanted Edition (Epic Games Store)
  • Trine 2: Complete Story (Epic Games Store)

What are you planning to play this weekend? Let us know on X or in the comments below, then see what Blue Thunder Gaming thinks of GeForce NOW.

 

The Nightmare Returns in the Cloud: GeForce NOW Unleashes Capcom’s ‘Resident Evil Requiem’

Wrap up the sixth-anniversary celebration with a members reward and 11 new games in the cloud.
by GeForce NOW Community
Resident Evil Requiem bundle on GeForce NOW

GeForce NOW’s anniversary celebration reaches a chilling crescendo as Capcom’s Resident Evil Requiem creeps into the cloud — and the horrors look better than ever on a GeForce NOW Ultimate membership.

To mark the occasion, a special launch bundle rises from the shadows, pairing the game with a yearlong Ultimate membership for a limited time.

It’s not a celebration party without treats. GeForce NOW is also offering members a new reward to use in Delta Force.

Suit up and grab it alongside 11 new games joining the cloud this week.

The Nightmare Returns in the Cloud

A new era of survival horror arrives with Resident Evil Requiem, the latest and most immersive entry yet in the iconic Resident Evil series. Experience terrifying survival horror with FBI analyst Grace Ashcroft and dive into pulse-pounding action with legendary agent Leon S. Kennedy. Their journeys and unique gameplay styles intertwine into a heart-stopping, emotional experience that will chill gamers to their core.

Requiem for the dead. Nightmare for the living.

With GeForce RTX 5080-class power in the cloud, experience Requiem with lifelike lighting, full path tracing, ray‑traced reflections and cinematic realism at up to 5K resolution with high dynamic range, plus NVIDIA DLSS 4 with Multi Frame Generation for maximum performance. The Ultimate membership keeps every encounter smooth and immersive when streaming from powerful GPUs in the cloud.

To celebrate GeForce NOW’s sixth anniversary, a special launch offer emerges from the fog: For a limited time, Resident Evil Requiem is included with the purchase of a 12‑month Ultimate membership. It’s the perfect way to return to the city of disaster and despair, now more haunting and beautiful than ever.

Priority Package

GeForce NOW marks six epic years in the cloud, and the party lands on the Delta Force frontline with a new reward drop.

Delta Force reward on GeForce NOW
What a drop.

Being a GeForce NOW member is rewarding. All members can get an edge in the Delta Force extraction and warfare game modes with a reward bundle packed with standard gear tickets, premium weapon XP tokens and armament vouchers to fine-tune loadouts and push every op further.

Performance and Ultimate members gain even more battlefield muscle with an early unlock of the PP‑19 Bizon, a weapon that brings close-quarters stopping power to every mission.

This special sixth-anniversary reward is available through Thursday, March 26, while supplies last. Redeem now and deploy.

Ready, Set, Stream

This week, members can look for the following:

  • TCG Card Shop Simulator (New release on Xbox, available on Game Pass, Feb. 24)
  • Blizzard Arcade Collection (New release on Ubisoft Connect, Feb. 25)
  • Diablo II: Resurrected (New release on Ubisoft Connect, Feb. 25)
  • Spellcasters Chronicles (New release on Steam, Feb. 26, GeForce RTX 5080-ready)
  • Resident Evil Requiem (New release on Steam, Feb. 27, GeForce RTX 5080-ready)
  • Anno: Mutationem (Xbox, available on Game Pass)
  • ARC Raiders (Xbox, available on the Microsoft Store, GeForce RTX 5080-ready)
  • DEVOUR (Steam)
  • Galactic Civilizations 3 (Xbox, available on the Microsoft Store)
  • MotoGP22 (Xbox, available on the Microsoft Store)
  • Torque Drift 2 (Steam)

What are you planning to play this weekend? Let us know on X or in the comments below.