Get Started with Neural Rendering Using NVIDIA RTX Kit
Neural rendering is the next era of computer graphics.  By integrating neural networks into the rendering process, we can take dramatic leaps forward in performance, image quality, and interactivity to deliver new levels of immersion.
NVIDIA RTX Kit
is a suite of neural rendering technologies to ray-trace games with AI, render scenes with immense geometry, and create game characters with photorealistic visuals.
RTX Kit is now available on the
/NVIDIA RTX/RTXkit
GitHub repo and brings together several new and familiar RTX and AI components. Though it is possible to use each component individually, RTX Kit presents a unified location
to access these essential rendering SDKs.
Name
Description
Status
RTX Neural Shaders
(new)
Train and deploy neural networks within shaders to unlock new compression and approximation techniques for next-generation asset generation.
Available now
RTX Neural Materials
(new)
Use AI to compress shader code of complex multi-layered materials for up to 5X faster material processing to bring real-time performance to film-quality assets.
Get notified when
RTX Neural Materials
is available
RTX Neural Texture Compression
(new)
Use AI to compress textures with up to 8x VRAM improvement at similar visual fidelity to traditional block compression at runtime.
Available now
RTX Texture Filtering
(new)
Randomly samples textures after shading and filters difficult volumes, reducing artifacts and improving image quality.
Available now
RTX Mega Geometry
(new)
Accelerate BVH building for cluster-based geometry systems like Nanite for real-time path tracing of millions of triangles.
SDK
Available now
Get notified when it is available in the
NVIDIA RTX Branch of Unreal Engine 5
(NvRTX)
RTX Character Rendering
(new)
Set of tools to create path-traced hair and skin.
Available now
DLSS 4
(new)
Multi Frame Generation has been introduced for GeForce RTX 50 Series GPUs, allowing for generation of up to 3 frames per rendered frame.
Available now
through NVIDIA Streamline SDK and Unreal Engine 5 plugin
Reflex 2
(new)
Reflex technologies optimize the graphics pipeline for ultimate responsiveness, providing faster target acquisition, quicker reaction times, and improved aim precision in competitive games.
Reflex Low Latency available now
Get notified for
Reflex Frame Warp availability
RTX Dynamic Illumination
Library of importance sampling algorithms that sample the most important lights in a scene and render them physically accurate. Provides implementations for three techniques: ReSTIR DI, GI and PT.
Available now
ReSTIR PT coming soon to the SDK and the NVIDIA RTX Branch of Unreal Engine 5 (NvRTX)
RTX Global Illumination
Scalable solution to compute multi-bounce indirect lighting. Provides implementations of two techniques: Neural Radiance Cache (NRC) and Spatially Hashed Radiance Cache (SHARC).
Available now
(NRC is experimental)
RTX Path Tracing
Reference solution for optimized real-time path tracing utilizing several RTX technologies.
Available now
NVIDIA Real-Time Denoisers
Library of denoisers designed to work with low ray-per-pixel signals.
Available now
NVIDIA Opacity Micro-Map
Efficiently map intricate geometries onto triangles and encode their opacity for better ray tracing performance.
SDK available now
Coming soon to the NVIDIA RTX Branch of Unreal Engine 5 (NvRTX)
RTX Memory Utility
Compaction and suballocation of acceleration structures to reduce memory consumption.
Available now
SpatioTemporal Blue Noise
Utility tool containing some pregenerated blue noise textures and sample code for generating new blue noise textures
Available now
Shader Execution Reordering
Performance optimization that unlocks the potential for better execution and memory coherence in ray tracing shaders.
API available now
for NVIDIA RTX 40 Series and later
Table 1. NVIDIA RTX Kit technologies
In this tutorial, we focus on new SDKs available today through
NVIDIA RTX Kit
:
RTX Neural Shaders
RTX Neural Texture Compression
RTX Texture Filtering
RTX Mega Geometry
RTX Character Rendering
While DirectX Support is not available yet for neural shading applications, Vulkan support is available today. For more information about the DLSS integration process, see
How to Integrate NVIDIA DLSS 4 into Your Game with NVIDIA Streamline
.
RTX Neural Shaders
Figure 1. Example of a scene from Zorah, built in Unreal Engine 5, rendered using RTX Neural Shaders
NVIDIA RTX Neural Shaders bring small neural networks into programmable shaders. This technology framework enables the training and deployment of neural networks directly within shaders, enabling you to compress game data and shader code and approximate film-quality materials, volumes, geometry, and more in real time.
Here’s how to get started.
Check prerequisites:
Verify that your system meets the following requirements (Table 2).
GPU Architecture
Driver
CMake
Vulkan
Visual Studio
Windows SDK
Slang
Turing and newer
572.16
3.24.3
1.3.296
2022+
10.0.22621.0
v2025.3.3
Table 2. NVIDIA RTX Neural Shaders requirements
Clone the
/NVIDIA-RTX/RTXNS
repo:
Install Git and Git-lfs, if you haven’t already and read through the information on the repo.
Build the samples:
Follow the instructions located in the repo to build the solution using Visual Studio.
Run the samples:
There are three samples included with the SDK. Each one demonstrates how to use the SDK for various tasks:
Simple Inferencing
:  Demonstrates how to implement an inference shader using some of the low-level building blocks from the SDK.
Simple Training
:  Provides an introduction to training a neural network for use in a shader.
Shader Training
:  A more complex sample that shows how to train an MLP model on the Disney BRDF shader.
Figure 2. Simple Inferencing sample
Figure 3. Simple Training sample
Figure 4. Shader Training sample
Create a neural shader:
Follow the
How to Write Your First Neural Shader
tutorial.  Use the sample code and the
Library Usage Start Guide
as reference.
In addition to the RTX Neural Shaders, NVIDIA provides two applications of neural shading through the following:
Neural Texture Compression:
Implements compression and decompression of textures using neural networks, and enables transcoding into other compressed texture formats.
Neural Materials:
Implements compression of material data using neural networks. To be notified when this SDK is available, see the
NVIDIA RTX Kit Notify Me Form
.
RTX Neural Texture Compression
Figure 5. Scene from Zorah, built in Unreal Engine 5, showing Neural Texture Compression in use
One application of RTX Neural Shaders available today is RTX Neural Texture Compression. This SDK uses AI to compress textures more efficiently, reducing texture memory consumption by up to 8x compared to traditional block compression.
Check prerequisites:
Verify that your system meets the following requirements (Table 3):
GPU Architecture
Driver
CMake
Vulkan
Windows SDK
Turing and newer
570+
3.28
1.3
10.0.22621.0
Table 3. RTX Neural Texture Compression requirements
Clone the
/NVIDIA-RTX/RTXNTC
repo:
Install Git and Git-lfs, if you haven’t already and read through the information on the repo.
Build the samples:
Follow the instructions located in the repo to build the solution using Visual Studio.
Run the samples:
There are three applications included. Together, these tools show how NTC works and how to use it:
NTC Command-Line Tool (ntc-cli):
Provides a tool for compression and decompression of material texture sets.
NTC Explorer:
Enables interactive experimentation with neural texture compression, works as a viewer for NTC files.
NTC Renderer:
Demonstrates how to render a GLTF model with NTC materials using Inference on Load or Inference on Sample.
Figure 6. NTC Renderer
Figure 7. NTC Explorer
Integrate the SDK:
To add NTC to your application, follow the
Integration Guide
.
Verify reduced memory utilization:
Use
NVIDIA NSight Systems
to check memory usage and compare it to traditional textures.
RTX Texture Filtering
Figure 8. Filter comparisons under magnification
RTX Texture Filtering improves quality and efficiency of texturing filtering, especially for AI compressed textures. It does this through stochastic sampling of texture filters, which enables the practical and efficient implementation of filtering after shading. RTX Texture Filtering is designed to enable easy integration of this technique into your shader libraries.
Check prerequisites:
Verify that your system meets the following requirements (Table 4):
GPU Architecture
Driver
CMake
Visual Studio
Windows SDK
DirectX Raytracing 1.1 API supported GPU and newer
555.85+
3.24.3+
2022+
10.0.20348.0+
Table 4. RTX Texture Filtering requirements
Clone the
/NVIDIA-RTX/RTXTF
repo:
Install Git and Git-lfs, if you haven’t already and read through the information on the repo.
Observe the differences in filtering techniques:
The GitHub repo provides many examples of filter comparisons to help you better understand the benefit that RTX Texture Filtering brings over other solutions.
Run the sample application:
The repo includes an application that can be used to visualize the effects of RTX Texture Filtering.
Figure 9. Texture Filtering sample
Integrate the RTX Texture Filtering shade library into your shader framework:
Follow the instructions in the
Integration Guide
to add it to your application.
RTX Mega Geometry
Figure 10. RTX Mega Geometry comparison
As hardware becomes more powerful, the amount of geometric detail in real-time computer graphics is increasing rapidly. This growth is occurring in two areas:
Higher instance counts (more objects in a scene)
Greater triangle density (more detailed individual objects)
RTX Mega Geometry addresses these challenges by accelerating bounding volume hierarchy (BVH) build speed for cluster-based systems like Nanite and intelligently compressing and caching clusters of triangles over many frames. This enables the streaming of various levels of detail and extreme triangle density all while path tracing.
RTX Mega Geometry is available today through an SDK and will be available in the NVIDIA RTX Branch of Unreal Engine 5 (NvRTX).
Check prerequisites:
Verify that your system meets the following requirements (Table 5):
GPU Architecture
Driver
CMake
Windows SDK
Visual Studio
Turing and newer
570+
3.28+
10.0.20348
2019+
Table 5. NVIDIA RTX Mega Geometry requirements
Clone the
/NVIDIA-RTX/RTXMG
repo:
Install Git and Git-lfs, if you haven’t already and read through the information on the repo.
Build the sample:
Follow the instructions located in the repo to build the solution using Visual Studio.
Run the sample:
Observe how Mega Geometry enables high image quality with low memory usage.
Figure 11. RTX Mega Geometry sample
Observe the effect of Mega Geometry:
Use the built in profiler tool to view the impact of Mega Geometry in a variety of preset scenes.
Review the sample code and integrate the API:
To add Mega Geometry to your application, take a look at the sample application and refer to the API calls used.
RTX Character Rendering
Figure 12. Sample using RTX Character Rendering
RTX Character Rendering consists of four algorithms:
Subsurface Scattering
(SSS): Renders skin with accurate lighting and translucency. It enables path-traced skin, which enhances realism. The SDK implements a combined (SSS) solution which extends the SOTA Burley Diffusion Profile with a single scattering term.
Linear Swept Spheres
(LSS): Adds the NVIDIA Blackwell-accelerated sphere and curve primitive for strand-based, path-traced hair, which brings added depth and volume. This algorithm is only compatible with NVIDIA RTX 50 Series GPUs.
Enhanced analytical Bi-Directional Scattering Distribution Function
(BSDF): Provides shading for strand-based hair.
Disjoint Orthogonal Triangles Strips
(DOTS): Provides high-quality strand-based hair for all GPUs.
Check prerequisites:
Verify that your system meets the following requirements (Table 6):
GPU Architecture
Driver
CMake
Vulkan
Windows SDK
Volta and newer (Blackwell required for LSS)
570+
3.24.3
1.3.268+
10.0.20348+
Table 6. NVIDIA RTX Character Rendering requirements
Clone the
/NVIDIA-RTX/RTXCR
repo:
Install Git and Git-lfs, if you haven’t already and read through the information on the repo.
Build the sample:
Follow the instructions located in the repo to build the solution using Visual Studio.
Run the sample:
Use this opportunity to try out the different path tracing techniques available within the SDK and see how it fits within the context of a game environment.
Figure 13. RTX Character Rendering sample
Integrate the SDK:
To add the RTX Character Rendering SDK to your application, follow the
Integration Guide
.
Summary
Get started with developing with
NVIDIA RTX Kit
today. To see the latest in neural graphics technologies, be sure to check out
NVIDIA at GDC
.
开始使用 NVIDIA RTX 套件进行神经渲染
神经渲染是计算机图形的下一个时代。通过将神经网络集成到渲染过程中，我们可以在性能、图像质量和交互性方面实现巨大飞跃，从而将沉浸感提升到新的高度。
NVIDIA RTX Kit
是一套神经渲染技术，可借助 AI 进行光线追踪游戏、渲染具有宏大几何图形的场景，以及使用逼真视觉效果创建游戏角色。
RTX Kit 现已在
/NVIDIA RTX/RTXkit
GitHub 存储库中提供，并整合了几个新的和熟悉的 RTX 和 AI 组件。尽管可以单独使用每个组件，但 RTX Kit 提供了一个统一的位置来访问这些基本渲染 SDK。
姓名
说明
状态
RTX 神经着色器
(新增)
在着色器中训练和部署神经网络，为新一代资产生成解锁新的压缩和近似技术。
现已推出
RTX 神经材质
(新增)
使用 AI 压缩复杂多层材质的着色器代码，使材质处理速度提升高达 5 倍，从而为电影级素材带来实时性能。
在
RTX Neural Materials
推出时收到通知
RTX 神经纹理压缩
(new)
使用 AI 压缩纹理，将 VRAM 提升高达 8 倍，且视觉保真度与运行时的传统块压缩相当。
现已推出
RTX 纹理过滤
(新增)
在着色后对纹理进行随机采样，并过滤难以处理的体积，从而减少伪影并提高图像质量。
现已推出
RTX Mega 几何图形
(新增)
加速基于集群的几何系统 (例如 Nanite) 的 BVH 构建，实现数百万个三角形的实时路径追踪。
SDK
现已推出
，在
Unreal Engine 5 (NvRTX) 的 NVIDIA RTX
分支中推出时接收通知
RTX 角色渲染
(新增)
一套用于创建路径追踪 hair 和 skin 的工具。
现已推出
DLSS 4
(新增)
GeForce RTX 50 系列 GPU 已引入 Multi Frame Generation 技术，支持每渲染帧生成多达 3 帧。
现已通过
NVIDIA Streamline SDK 和 Unreal Engine 5 插件提供
Reflex 2
(新增)
Reflex 技术可优化图形管线，实现出色的响应速度，从而加快目标捕获速度、缩短反应时间，并提高竞技游戏的瞄准精度。
Reflex
低延迟现已推出获取
Reflex Frame Warp 可用性通知
RTX 动态照明
重要性采样算法库，可对场景中最重要的光线进行采样，并在物理上准确渲染这些光线。提供三种技术的实现：ReSTIR DI、GI 和 PT。
现已推出
ReSTIR PT，即将用于虚幻引擎 5 的 SDK 和 NVIDIA RTX 分支（NvRTX）
RTX 全局光照
用于计算多次反弹间接照明的可扩展解决方案。提供两种技术的实现：Neural Radiance Cache (NRC) 和 Spatially Hashed Radiance Cache (SHARC)。
现已推出
(NRC 处于试验阶段)
RTX 路径追踪
参考解决方案，利用多种 RTX 技术优化实时路径追踪，利用了几种 RTX 技术进行优化。
现已推出
NVIDIA Real-Time Denoiser
降噪器库旨在处理低光线采样率信号。
现已推出
NVIDIA 透明度微地图
将复杂的几何图形高效映射到三角形并对其不透明度进行编码，以获得更好的光线追踪性能。
SDK 现已推出
，即将登陆 NVIDIA RTX 分支的 Unreal Engine 5 (NvRTX)
RTX 显存实用程序
对加速结构进行压缩和子分配，以减少内存消耗。
现已推出
时空蓝噪
实用工具包含一些预生成的蓝色噪声纹理和示例代码，用于生成新的蓝色噪声纹理
现已推出
着色器执行重排序
性能优化，释放光线追踪着色器实现更好执行和内存一致性的潜力。
适用于 NVIDIA RTX 40 Series 及更高版本的 API
现已推出
表 1、NVIDIA RTX Kit 技术
在本教程中，我们重点介绍目前通过
NVIDIA RTX Kit
提供的新 SDK：
RTX 神经着色器
RTX 神经纹理压缩
RTX 纹理过滤
RTX Mega 几何图形
RTX 角色渲染
虽然神经着色应用程序尚未提供 DirectX 支持，
但 Vulkan 支持现已推出。有关 DLSS 集成过程的更多信息，请参阅如何借助 NVIDIA Streamline 将 NVIDIA DLSS 4 集成到您的游戏中。
RTX 神经着色器
图 1、Zorah 场景示例，使用 Unreal Engine 5 构建，并使用 RTX Neural Shaders 进行渲染
NVIDIA RTX 神经网络着色器将小型神经网络引入可编程着色器。此技术框架支持直接在着色器中训练和部署神经网络，使您能够实时压缩游戏数据和着色器代码，以及近似的电影级材质、体积、几何图形等。
以下是入门指南。
检查预备知识：
验证您的系统是否满足以下要求（表 2）。
GPU 架构
Driver
CMake
Vulkan
Visual Studio
Windows SDK
Slang
Turing 和更新版本
572.16
3.24.3
1.3.295
2022 年*
10.0.22621.0
v2025.3.3
表 2、NVIDIA RTX 神经着色器要求
克隆
/NVIDIA-RTX/RTXNS
存储库
：安装 Git 和 Git-lfs (如果您尚未安装) 并阅读存储库上的信息。
构建示例：
按照存储库中的说明使用 Visual Studio 构建解决方案。
运行示例：
SDK 包含三个示例。每个示例都演示了如何将 SDK 用于各种任务：
简单推理
：演示如何使用 SDK 中的一些低级构建块实施推理着色器。
简单训练
：介绍如何训练用于着色器的神经网络
着色器训练
：更复杂的示例，展示如何在 Disney BRDF 着色器上训练 MLP 模型。
图 2. Simple Inferencing 样本
图 3. Simple Training sample
图 4、Shader Training 样本
创建神经着色器
：遵循
“How to Write Your First Neural Shader”
教程。使用示例代码和
“Library Usage Start Guide”
作为参考。
除 RTX 神经着色器外，NVIDIA 还通过以下方式提供两种神经着色应用：
神经纹理压缩：
使用神经网络实现纹理的压缩和解压缩，并支持转码为其他压缩纹理格式。
神经材质
：使用神经网络压缩材质数据。如需在此 SDK 推出时收到通知，请参阅
NVIDIA RTX Kit Notify Me 表单
。
RTX 神经纹理压缩
图 5、Zorah 中的场景，使用 Unreal Engine 5 构建，展示了正在使用的 Neural Texture Compression
RTX Neural Shaders 目前的一个应用是 RTX Neural Texture Compression。此 SDK 使用 AI 更高效地压缩纹理，与传统块压缩相比，可将纹理内存消耗量降低高达 8 倍。
检查预备知识：
验证您的系统是否满足以下要求（表 3）：
GPU 架构
Driver
CMake
Vulkan
Windows SDK
Turing 和更新版本
570%
3.28
1.3
10.0.22621.0
表 3、RTX 神经纹理压缩要求
克隆
/NVIDIA-RTX/RTXNTC
存储库
：安装 Git 和 Git-lfs (如果您尚未安装) 并阅读存储库上的信息。
构建示例：
按照存储库中的说明使用 Visual Studio 构建解决方案。
运行示例：
包含三个应用程序。这些工具共同展示了 NTC 的工作原理及其使用方式：
NTC 命令行工具 (ntc-cli)
：提供用于压缩和解压缩材质纹理集的工具。
NTC Explorer：
支持神经纹理压缩的交互式实验，可用作 NTC 文件的查看器。
NTC 渲染器
：演示如何使用 Inference on Load 或 Inference on Sample 渲染具有 NTC 材质的 GLTF 模型。
图 6、NTC 渲染器
图 7、NTC Explorer
集成 SDK：
要将 NTC 添加到您的应用中，请按照
Integration Guide
进行操作。
验证显存占用率降低情况
：使用
NVIDIA NSight Systems
检查显存占用率，并将其与传统纹理进行比较。
RTX 纹理过滤
图 8、放大下的 Filter comparisons
RTX 纹理过滤可提高纹理过滤的质量和效率，尤其是对于 AI 压缩纹理而言。它通过纹理滤镜的随机采样来实现这一点，从而实现着色后的实用高效过滤。RTX 纹理过滤旨在将此技术轻松集成到着色器库中。
检查预备知识：
验证您的系统是否满足以下要求（Table 4）：
GPU 架构
Driver
CMake
Visual Studio
Windows SDK
支持 DirectX Raytracing 1.1 API 的 GPU 和更新版本
255.85%
3.24.3 及以上
2022 年*
10.0.20348.0 及以上
表 4、RTX 纹理过滤要求
克隆
/NVIDIA-RTX/RTXTF
存储库
：安装 Git 和 Git-lfs (如果您尚未安装) 并阅读存储库上的信息。
观察过滤技术的差异：
Github 资源库提供了许多过滤器比较示例，可帮助您更好地了解 RTX 纹理过滤相较于其他解决方案的优势。
运行示例应用：
资源库中包含一个可用于可视化 RTX Texture Filtering 效果的应用。
图 9、Texture Filtering 示例
将 RTX 纹理过滤着色库集成到着色器框架中
：
按照 Integration Guide
中的说明将其添加到您的应用中。
RTX Mega 几何图形
图 10. RTX Mega Geometry 对比
随着硬件功能的增强，实时计算机图形中的几何细节量也在迅速增加。这一增长发生在两个领域：
实例数量越多（场景中的对象越多）
三角形密度更高（单个物体细节更丰富）
RTX Mega Geometry 可加快 Nanite 等基于集群的系统的边界体积层次结构 (BVH) 构建速度，并智能压缩和缓存多个帧上的三角形集群，从而解决这些挑战。这使得在进行路径追踪时能够流式传输不同级别的细节和极高的三角形密度。
RTX Mega Geometry 现已通过 SDK 提供，并将在 Unreal Engine 5 (NvRTX) 的 NVIDIA RTX 分支中提供。
检查预备知识：
验证您的系统是否满足以下要求 (表 5)：
GPU 架构
Driver
CMake
Windows SDK
Visual Studio
Turing 和更新版本
570%
3.28 及以上
10.0.20348
2019 年*
表 5、NVIDIA RTX Mega Geometry 要求
克隆/NVIDIA-RTX/RTXMG 资源库：安装 Git 和 Git-lfs (如果您尚未安装) 并阅读资源库中的信息。
构建示例：
按照存储库中的说明使用 Visual Studio 构建解决方案。
运行示例：
观察 Mega Geometry 如何在低内存占用的情况下实现高质量图像。
图 11、RTX Mega Geometry 示例
观察 Mega Geometry 的效果：
使用内置分析器工具查看 Mega Geometry 在各种预设场景中的影响。
查看示例代码并集成 API
：要将 Mega Geometry 添加到您的应用中，请查看示例应用并参考所使用的 API 调用。
RTX 角色渲染
图 12、使用 RTX 角色渲染的示例
RTX 角色渲染由四种算法组成：
次表面散射 (SSS)
：以准确的光照和半透明效果渲染皮肤。它支持路径追踪皮肤，从而增强真实感。该 SDK 实现了组合 (SSS) 解决方案，通过单个散射术语扩展了 SOTA Burley Diffusion Profile。
线性扫描球体 (LSS)
：为基于链的路径追踪头发添加 NVIDIA Blackwell 加速球体和曲线基元，从而增加深度和体积。此算法仅与 NVIDIA RTX 50 系列 GPUs 兼容。
增强型分析 Bi-Directional Scattering Distribution Function (BSDF)
：为基于链的头发提供着色。
不交正交三角形条 (DOTS)
：为所有 GPU 提供基于链的高质量毛发。
检查预备知识：
验证您的系统是否满足以下要求（Table 6）：
GPU 架构
Driver
CMake
Vulkan
Windows SDK
Volta 及更新版本 (LSS 需要 Blackwell)
570%
3.24.3
1.3.268 及以上
10.0.20348 及以上
表 6、NVIDIA RTX 角色渲染要求
克隆
/NVIDIA-RTX/RTXCR
存储库
：安装 Git 和 Git-lfs (如果您尚未安装) 并阅读存储库上的信息。
构建示例：
按照存储库中的说明使用 Visual Studio 构建解决方案。
运行示例
：利用此机会试用 SDK 中提供的不同路径追踪技术，并了解它如何适应游戏环境的上下文。
图 13、RTX 角色渲染示例
集成 SDK：要将 RTX Character Rendering SDK 添加到您的应用中
，
请按照 Integration Guide
进行操作。
总结
立即开始使用
NVIDIA RTX Kit
进行开发。要了解神经图形技术的新动态，请务必查看 GDC 上的
NVIDIA 大会
。