GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

It Just Works: Ray-Traced Reflections in 'Battlefield V'

Yasin Uludag (Rendering Engineer, EA DICE)

Johannes Deligiannis (Rendering Engineer, EA DICE)

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

Topic: Programming

Format: Session

Tutorials: N/A

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.

Takeaway

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.

Intended Audience

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.