GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by pass type, topic, and format. All registered attendees will be able to build their personal schedule in the mobile event app, once live early 2022.

GDC Masterclass courses require a paid pass to attend. Class sizes are kept intentionally small and seats are limited to ensure every student receives one-on-one assistance from the instructor. Pass pricing per course varies, please review the passes and pricing page for more details and secure your spot today!

Advanced Graphics Summit: Real-Time Ray Tracing in 'Hitman 3'

Alessandro Dal Corso  (Senior Render Programmer, Io Interactive)

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Programming

Format: Session

Vault Recording: TBD

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.

Takeaway

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.

Intended Audience

The intended target audience for this talk is render programmers interested in the field of real-time ray tracing.