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Alessandro Dal Corso (Senior Render Programmer, IO Interactive)
Location: Room 3007, West Hall
Date: Monday, March 21
Time: 1:20 pm - 1:50 pm
Pass Type: All Access Pass, Summits Pass - Get your pass now!
Viewing Experience: In-Person
Vault Recording: Video
Audience Level: No
In this talk, Alessandro Dal Corso presents challenges and details of implementing ray tracing in HITMAN 3. The talk showcases two main techniques, ray traced reflections and sun shadows at different quality levels.
The presentation first covers adapting a rasterization-based engine into doing ray tracing work. Then, it continues on how to efficiently generate intermediate vertex buffers and build bottom level accelerations, both for simple and complex geometry. It provides details on how to adapt a complex node-based material system to work as ray tracing shaders.
The talk finally present and implementation of ray traced sun shadows, with improvements in penumbra and contact hardening. It also discusses some of the scheduling challenges that ray traced shadows bring in running them together with the reflections.
After this presentation, the audience will get some insights on the challenges of adding ray tracing to and existing engine, in particular one that uses a node based material system.
The intended target audience for this talk is render programmers interested in the field of real-time ray tracing.