Adam Marrs
@acmarrs.bsky.social
1.4K followers 87 following 35 posts
Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.
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acmarrs.bsky.social
[August 4, 2021]
I am delighted to announce that Ray Tracing Gems II is available *now* and is *free* to download! 7 sections. 50 chapters. 90 authors from across the globe.

Download #RTGII here: link.springer.com/book/10.1007...
acmarrs.bsky.social
Check out our webinar at 1pm EST / 10am PST

Richard, Kelsey, and I will chat about the latest updates to RTX Mega Geometry in NvRTX 5.6 and our upcoming Bonsai showcase.

Free for all. Recording available after.

Register here: nvda.ws/41BVLQR
acmarrs.bsky.social
Checking out RTX Mega Geometry in NvRTX 5.6?

Download our Zorah Sample Content pack and you'll get three scenes (including the scene in this image) made by our Lightspeed Art team specifically for RTX Mega Geometry.

Get it here: dlss.download.nvidia.com/demos/zorah/...
acmarrs.bsky.social
Happy Gamescom! We've pushed an update to NvRTX 5.6 that improves performance, adds new debugging features, and brings RTX Mega Geometry to the main branch.

Details and instructions on how to access NvRTX: developer.nvidia.com/blog/announc...
Reposted by Adam Marrs
nicolas-lopez.bsky.social
It’s really cool to see my talk freely available for everyone. I’m proud of the work our team accomplished, and it means a lot that it’s now accessible to a wider audience.
Huge thanks to the GDC team for putting it out there!

#AssassinsCreedShadows #GameDevelopment #GDC2025
officialgdc.bsky.social
Now on GDC YouTube: Rendering 'Assassin's Creed Shadows'

AC: Shadows is a large systemic open world game with dynamic time of day cycles, a systemic weather system, and seasons. Find out how they made it happen.

www.youtube.com/watch?v=yj5p...
Rendering 'Assassin's Creed Shadows'
YouTube video by Game Developers Conference
www.youtube.com
acmarrs.bsky.social
Wow, the REAC Conference lineup is *stacked* this year! Looking forward to all the talks. enginearchitecture.org/2025.htm
REAC: 2025 Conference.
enginearchitecture.org
acmarrs.bsky.social
Congrats Brian! Very well deserved.
acmarrs.bsky.social
It's an astonishing achievement by a (relatively) small group. Keep on playing, there are great moments of levity and humor mixed in.
acmarrs.bsky.social
AC Shadows is a remarkable real-time graphics showcase. The world feels natural, alive, and I regularly find myself stopping to just watch the weather system do its thing. Screenshots don't do it justice, so go play it 😄.
acmarrs.bsky.social
Instructions on how to access NvRTX, our branch of Unreal Engine, are here: developer.nvidia.com/game-engines...

Once you're setup, pull the nvrtx-5.4_zorah_experimental branch to try out the code.
NVIDIA RTX Branch (NvRTX)
Shortens development cycles and creates more stunning visuals.
developer.nvidia.com
acmarrs.bsky.social
Also, congrats and great job with AC Shadows! I’m happy to see you all using RTXGI/DDGI-ish irradiance probes as an infinite bounce cache after the second path vertex. This is exactly what I’ve been wanting to see in (more) games since the first release of RTXGI! 🥳
acmarrs.bsky.social
Thanks, @nicolas-lopez.bsky.social! This is unintended. I think some wires may have gotten crossed. I’ll look into it and post the correct link as soon as it’s available.
acmarrs.bsky.social
Yup! The talk was recorded and will be available for free on the NVIDIA On Demand site. Usually takes a few weeks for it to show up. I’ll post a link when it arrives.
acmarrs.bsky.social
Great work! Now let’s get those clusters in the BVH 😀
acmarrs.bsky.social
We’ve released the code and content! See our talk for more info on how to access.