Guillaume Boisse (Senior Graphics Programmer, AMD)
Location: Room 301, South Hall
Date: Monday, March 20
Time: 2:40 pm - 3:40 pm
All Access Pass, Summits Pass
Vault Recording: Video
Audience Level: Advanced
Real-time global illumination is key to enabling dynamic and believable game worlds. GPU-accelerated ray tracing makes this possible; however, framerate and resolution requirements limit the number of traceable rays per pixel, imposing practical limits on current hardware generations. Existing solutions, such as probe-based techniques, approximate the irradiance signal using fewer rays per frame but suffer from reduced details and slow response times to lighting changes. On the other hand, reservoir-based resampling techniques capture higher detail but typically suffer from poorer performance and increased noise.
In this presentation, Guillaume Boisse, Senior Graphics Programmer at AMD, will walk through the practical implementation of a solution aimed at making the most of every sample by caching the estimated radiance into a cache hierarchy used for both sampling and filtering. He will show how this approach allows for highly performant, high-quality, dynamic, and leak-free global illumination without requiring any content pre-processing, thus enabling easy integration into existing real-time rendering pipelines.