Oli Wright (GeForce DevTech, NVIDIA)
Location: Room 2000, West Hall
Date: Thursday, March 23
Time: 12:45 pm - 1:45 pm
All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass
Vault Recording: Not Recorded
Audience Level: Intermediate
"This session goes through the details of the Path Tracing SDK, containing the basics required to implement real-time path tracing from zero, or add it to an existing rasterizer.
The implementation contains reference and real-time modes, with basic features expected from a modern path tracer. It embodies years of RT and neural graphics best practices, wrapped into a C++ & HLSL source code sample provided under permissive licensing. We explain the high-level design, components, and how it can be used to speed up your path tracer development. We also cover details and integration of various integrated Nvidia technologies and SDKs such as RTXDI, Shader Execution Ordering, Opacity Micro Maps, Nvidia Realtime Denoisers, DLSS 3 and others, and explain why they were essential for the real-time side of things."
Attendees will come away with a better understanding of path tracing, and how it can be incorporated into their existing art pipeline.
Artists and engineers focused on maximizing the graphical quality of their real-time gaming applications.