View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.
You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.
Evan Hart (Distinguished Engineer, NVIDIA)
Adam Marrs (Principal Engineer, NVIDIA)
Location: Room 303, South Hall
Date: Monday, March 18
Time: 4:10 pm - 5:10 pm
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Topic: Programming, Visual Arts
Format: Session
Vault Recording: Video
Audience Level: Advanced
Path traced effects in games have been a dream of many since the early days of real-time rendering. The advent of hardware accelerated ray tracing and recent advances in algorithms derived from Reservoir-based Spatio-Temporal Importance Sampling (ReSTIR) have turned those dreams into reality. In this session, Evan and Adam discuss the theoretical and practical elements necessary to add real-time path–traced lighting to an advanced, modern game engine (Unreal Engine 5). Specifically, the team discusses changes to the light transport model and scalability that enhance existing engine systems to handle dramatically more complex lighting environments.
Attendees will gain insight into the techniques that enable real-time path-traced light transport in modern game engines. They will learn the theory behind how ReSTIR unlocks these effects and the practical lessons discovered while integrating these algorithms in a complex modern engine (Unreal Engine 5).
This session is intended for graphics developers who have an interest in bringing path-traced light transport to their game. A moderate to advanced understanding of light transport, a general understanding of the algorithms behind ReSTIR, and/or familiarity with Unreal Engine 5's Lumen will provide additional context.