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C++

OptiX03: Installing NVIDIA OptiX on Windows 10/11

1 minute read

Published:

Windows Installation and Integration (OptiX, CUDA)

  • note: developers must check the latest driver version for OptiX, CUDA version, and CUDA host compiler before running
  • 1.e) and 3. is not compulsory to run OptiX, 3) is just to run default SDK examples
  • nsight visual studio edition automatically installed with CUDA toolkit installation

CUDA

CUDA Toolkit

OptiX03: Installing NVIDIA OptiX on Windows 10/11

1 minute read

Published:

Windows Installation and Integration (OptiX, CUDA)

  • note: developers must check the latest driver version for OptiX, CUDA version, and CUDA host compiler before running
  • 1.e) and 3. is not compulsory to run OptiX, 3) is just to run default SDK examples
  • nsight visual studio edition automatically installed with CUDA toolkit installation

CUDA Toolkit 11.5

Falcor

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

Falcor 6.0

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

Falcor 7.0

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

Falcor 8.0

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

Foveated Rendering

Graphics Rendering

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

Variable Rate Shading Implementation on HTC Vive Pro Eye with Unity

5 minute read

Published:

This is a short tutorial about how to enable VRS feature for HMD using Unity3D. However, in the recent years (2025), many of the mentioned plugins and SDK might be deprecated. The interactions (eye gaze) has shifted to OpenXR. This tutorial is OpenVR-based. Therefore, it might be better you start from OpenXR.

HTC Vive Pro Eye

Variable Rate Shading Implementation on HTC Vive Pro Eye with Unity

5 minute read

Published:

This is a short tutorial about how to enable VRS feature for HMD using Unity3D. However, in the recent years (2025), many of the mentioned plugins and SDK might be deprecated. The interactions (eye gaze) has shifted to OpenXR. This tutorial is OpenVR-based. Therefore, it might be better you start from OpenXR.

Linux

Material Definition Language

NVIDIA Falcor

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

NVIDIA Falcor 6.0

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

NVIDIA Falcor 7.0

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

NVIDIA Falcor 8.0

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

NVIDIA OptiX

OptiX03: Installing NVIDIA OptiX on Windows 10/11

1 minute read

Published:

Windows Installation and Integration (OptiX, CUDA)

  • note: developers must check the latest driver version for OptiX, CUDA version, and CUDA host compiler before running
  • 1.e) and 3. is not compulsory to run OptiX, 3) is just to run default SDK examples
  • nsight visual studio edition automatically installed with CUDA toolkit installation

NVIDIA OptiX 7.3

NVidia OptiX

Open Shading Language

Raster-Pipeline

Ray Tracing

OptiX03: Installing NVIDIA OptiX on Windows 10/11

1 minute read

Published:

Windows Installation and Integration (OptiX, CUDA)

  • note: developers must check the latest driver version for OptiX, CUDA version, and CUDA host compiler before running
  • 1.e) and 3. is not compulsory to run OptiX, 3) is just to run default SDK examples
  • nsight visual studio edition automatically installed with CUDA toolkit installation

Ray tracing

Real-Time Graphics Rendering

Real-Time Path Tracing

tauray

2 minute read

Published:

At the time of writing this (October, 2025), there are limited publicly available rendering engine that works for real-time stereo path tracing. The slow convergence with pixel dense display in VR is limiting real-time stereo path tracer. However, with the RT-core and GPU architecture improvements, I am noticing the recent trend of physically accurate light simulation in real-time rendering, e.g., games. Therefore, definitely with time, the real-time stereo path-tracing (and with other advanced global illumination algorithms) would be a real thing once we will overcome frame-rate constraint. Physically-accurate light simulation will minimized the difference between real and virtual world and extend the path of true immersion. Currently, 90 fps has become a golden standard for VR. However, the higher is the better for immersion.

Tamashii Beginner Tutorial

1 minute read

Published:

Tamashii is an excellent scientific rendering framework under development by the Department of Computer Graphics, TU Wien. Its main goal is to simplify the creation of research applications in the field of computer graphics by providing a fundamental structure in the form of libraries implementing resource loading, input handling, user interface creation, a complete rendering framework, and graphics API abstraction. The backend graphics API is Vulkan. However, Tamashii only supports single display systems, and \textbf{has not been modified for VR.}

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

Real-Time Path Tracing Framework

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

Real-Time Rendering

NVIDIA Falcor Real-Time Rendering Framework Beginner Guide Part 1

4 minute read

Published:

Works for NVidia Falcor 8.0, 7.0, and 6.0

Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.

Stereo Path Tracing

tauray

2 minute read

Published:

At the time of writing this (October, 2025), there are limited publicly available rendering engine that works for real-time stereo path tracing. The slow convergence with pixel dense display in VR is limiting real-time stereo path tracer. However, with the RT-core and GPU architecture improvements, I am noticing the recent trend of physically accurate light simulation in real-time rendering, e.g., games. Therefore, definitely with time, the real-time stereo path-tracing (and with other advanced global illumination algorithms) would be a real thing once we will overcome frame-rate constraint. Physically-accurate light simulation will minimized the difference between real and virtual world and extend the path of true immersion. Currently, 90 fps has become a golden standard for VR. However, the higher is the better for immersion.

Ubuntu 22.04

Unity

Unity3D

Variable Rate Shading Implementation on HTC Vive Pro Eye with Unity

5 minute read

Published:

This is a short tutorial about how to enable VRS feature for HMD using Unity3D. However, in the recent years (2025), many of the mentioned plugins and SDK might be deprecated. The interactions (eye gaze) has shifted to OpenXR. This tutorial is OpenVR-based. Therefore, it might be better you start from OpenXR.

Unreal Engine

Unreal Engine 4.23.1

VRS

Variable Rate Shading

Vulkan

tauray

2 minute read

Published:

At the time of writing this (October, 2025), there are limited publicly available rendering engine that works for real-time stereo path tracing. The slow convergence with pixel dense display in VR is limiting real-time stereo path tracer. However, with the RT-core and GPU architecture improvements, I am noticing the recent trend of physically accurate light simulation in real-time rendering, e.g., games. Therefore, definitely with time, the real-time stereo path-tracing (and with other advanced global illumination algorithms) would be a real thing once we will overcome frame-rate constraint. Physically-accurate light simulation will minimized the difference between real and virtual world and extend the path of true immersion. Currently, 90 fps has become a golden standard for VR. However, the higher is the better for immersion.

Tamashii Beginner Tutorial

1 minute read

Published:

Tamashii is an excellent scientific rendering framework under development by the Department of Computer Graphics, TU Wien. Its main goal is to simplify the creation of research applications in the field of computer graphics by providing a fundamental structure in the form of libraries implementing resource loading, input handling, user interface creation, a complete rendering framework, and graphics API abstraction. The backend graphics API is Vulkan. However, Tamashii only supports single display systems, and \textbf{has not been modified for VR.}

Windows 10

OptiX03: Installing NVIDIA OptiX on Windows 10/11

1 minute read

Published:

Windows Installation and Integration (OptiX, CUDA)

  • note: developers must check the latest driver version for OptiX, CUDA version, and CUDA host compiler before running
  • 1.e) and 3. is not compulsory to run OptiX, 3) is just to run default SDK examples
  • nsight visual studio edition automatically installed with CUDA toolkit installation

Windows 11

OptiX03: Installing NVIDIA OptiX on Windows 10/11

1 minute read

Published:

Windows Installation and Integration (OptiX, CUDA)

  • note: developers must check the latest driver version for OptiX, CUDA version, and CUDA host compiler before running
  • 1.e) and 3. is not compulsory to run OptiX, 3) is just to run default SDK examples
  • nsight visual studio edition automatically installed with CUDA toolkit installation

optix7course

OptiX03: Installing NVIDIA OptiX on Windows 10/11

1 minute read

Published:

Windows Installation and Integration (OptiX, CUDA)

  • note: developers must check the latest driver version for OptiX, CUDA version, and CUDA host compiler before running
  • 1.e) and 3. is not compulsory to run OptiX, 3) is just to run default SDK examples
  • nsight visual studio edition automatically installed with CUDA toolkit installation

tamashii

Tamashii Beginner Tutorial

1 minute read

Published:

Tamashii is an excellent scientific rendering framework under development by the Department of Computer Graphics, TU Wien. Its main goal is to simplify the creation of research applications in the field of computer graphics by providing a fundamental structure in the form of libraries implementing resource loading, input handling, user interface creation, a complete rendering framework, and graphics API abstraction. The backend graphics API is Vulkan. However, Tamashii only supports single display systems, and \textbf{has not been modified for VR.}

tauray

tauray

2 minute read

Published:

At the time of writing this (October, 2025), there are limited publicly available rendering engine that works for real-time stereo path tracing. The slow convergence with pixel dense display in VR is limiting real-time stereo path tracer. However, with the RT-core and GPU architecture improvements, I am noticing the recent trend of physically accurate light simulation in real-time rendering, e.g., games. Therefore, definitely with time, the real-time stereo path-tracing (and with other advanced global illumination algorithms) would be a real thing once we will overcome frame-rate constraint. Physically-accurate light simulation will minimized the difference between real and virtual world and extend the path of true immersion. Currently, 90 fps has become a golden standard for VR. However, the higher is the better for immersion.

variable rate shading

Variable Rate Shading Implementation on HTC Vive Pro Eye with Unity

5 minute read

Published:

This is a short tutorial about how to enable VRS feature for HMD using Unity3D. However, in the recent years (2025), many of the mentioned plugins and SDK might be deprecated. The interactions (eye gaze) has shifted to OpenXR. This tutorial is OpenVR-based. Therefore, it might be better you start from OpenXR.