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A Quick Guide to Intel's Ray Tracing Hardware (Presented by Intel)

Holger Gruen  (Principal Graphics Engineer, Intel Corporation)

Location: Room 2011, West Hall

Date: Wednesday, March 23

Time: 2:00 pm - 3:00 pm

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass - Get your pass now!

Topic: Programming

Format: Sponsored Session

Viewing Experience: In-Person/Virtual

Vault Recording: Video

Audience Level: Yes

Intel

This session walks you through how Intel's raytracing hardware architecture works and why it has been designed with a path tracing future in mind. It explains good shaders programming practices for raytracing shaders. Finally, it takes a look at how to best drive BVH construction on Arc.

Takeaway

Walk away with an understanding of how Intel's raytracing hardware works and how to write DXR efficient shaders for it.

Intended Audience

Programmers that are interested in learning about the ray tracing architecture of Arc GPUs