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Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
In this one hour technical presentation Yasin Uludag and Johannes Deligiannis will share all the nitty-gritty details of DICE's 'Battlefield V' ray-traced reflection implementation. There is a brief primer to DXR, so previous experience with the API is not required to enjoy the majority of the talk. The presentation covers everything from shader generation to denoising that is necessary to ship a high quality title with ray-traced reflections. Finally, the presentation will show plenty of eye-candy to demonstrate that if you do everything just right and are willing to invest a lot of blood, sweat and tears, it does indeed "just work", eventually.
Attendees leave the presentation with a thorough understanding of the challenges and possible solutions to implementing production-ready ray-traced reflections for their game title.
This presentation is intended for rendering engineers or technical directors with previous experience in graphics programming, interested in understanding the scope and challenges of implementing ray-traced reflections. No previous experience with DXR is required, but helpful.