
.jpg)
The RT cores would dish off shader work to the SMs to check the whole rectangle for opacity or translucence, and then the SM had to send that information back to RT core to decide how to trace a ray. Previous-gen RT cores have not been able to intelligently handle a situation like this.

But a simple rectangle, with transparent and opaque sections with a representation of a leaf, requires much less horsepower to process. To render each leaf in fine geometric detail would be expensive. For example, a simple rectangular polygon may have a texture that mixes opaque and transparent elements to simulate a higher detail model and bring more realism to a scene. Game developers often use smart tricks to minimize the amount of geometry required to create realistic-looking environments and models. Opacity Micro-Masks is a new technology designed to reduce the amount of shader work required to generate a scene. Displaced Micro-Meshes reduce the amount of data required to build the BVH, and allow for greater data compression as well, which means the BVH can ultimately be built faster and less data has to be moved and manipulated in the GPU.

In this example slide, the chunky base structure in the crab is all that is required to determine the high-detail output. Using Displaced Micro-Meshes, however, which leverages new technology in the RT cores to quickly evaluate meshes, the Ada architecture is able to reference just the base triangle data and evaluate how the light rays will be displaced in the higher-detail model. When ray tracing, current-gen architectures need all of that geometry data in the Bounding Volume Hierarchy (BVH) to accurately calculate the direction of light rays bouncing around the scene, which requires large amounts of compute. Historically, GPUs and game engines have used features like tessellation and other tricks to efficiently create geometry in a scene. Displaced Micro-Meshes reduce the data required to build A BVH.
