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.
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Quentin Kuenlin (Senior Rendering Programmer, Massive Entertainment – a Ubisoft Studio)
Location: Room 303, South Hall
Date: Monday, March 18
Time: 10:50 am - 11:50 am
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
This presentation provides an overview of the pipeline used for the raytraced global illumination and raytraced reflections in the Snowdrop engine. It goes into a deep dive into the probe system used to light the forward rendered objects and also as a cache for the global illumination and reflections. The two probe placement strategies, a grid based one and a new octree based one, are described alongside their advantages and drawbacks. Next, it presents the raytracing done from the gbuffer for both the global illumination and the reflection. Various optimizations are presented, including the use of screen space tracing to reduce the number of world space ray needed, as well as improving raytraced lighting quality.
The next section briefly covers the denoising strategy used in Snowdrop. Several denoiser options are provided, including AMD Fidelity FX Reflection Denoiser, Nvidia's raytracing Denoisers, as well as two custom in-house denoisers.
Finally, the presentation ends on how the raytraced result are applied to the final image.
The attendees will get an overview of a full raytracing pipeline targeting current generation consoles. They will get insight on how to build their own raytracing pipeline, as well as optimizing it for current hardware.
Graphic and rendering programmers, or anyone interested in raytracing. Prior knowledge about raytracing is useful but not necessary.