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Bryan Dudash (Senior Manager Developer Technology, NVIDIA)
Location: Room 2005, West Hall
Date: Monday, March 21
Time: 3:50 pm - 4:20 pm
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Viewing Experience: In-Person
Vault Recording: Video
Audience Level: Yes
Ray tracing is becoming quite prevalent in AAA games. However, to make use of this new technology a game engine must generally create a BVH of all scene geometry and bind all materials active in the scene. This requirement is often at odds with the dynamic nature of scene composition and material systems. Kickstart RT presents a novel cross-API (Direct3D11, Direct3D12 & Vulkan), cross-platform (win64 & ARM) solution that caches direct lighting information into a world space structure that is then used to ray trace reflections, GI and shadows. In this talk, we'll deep dive into the mechanisms and the algorithm used in Kickstart RT, and show off the quality and performance
compared to traditional ray tracing and reference path tracing. The aim of this technology is to enable many developers to add ray tracing effects to their game engine in a much shorter timespan than it might otherwise take and to bring ray tracing to developers still using Direct3D11.
Attendees of this session will come away with an understanding of how Kickstart RT works under the hood, how to go about integrating this open source technology into their game engine, and where they can grab it from.
Technical Directors, Graphics Engineers, Technical Artists, and anyone with an interest in Ray Tracing.