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Johannes Deligiannis (Developer Technology Engineer, NVIDIA)
Location: Virtual GDC Platform
Date: Thursday, March 24
Time: 5:00 pm - 6:00 pm
Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, All Access Online Only Pass - Get your pass now!
Format: Sponsored Session
Viewing Experience: Virtual
Vault Recording: Video
Audience Level: Yes
Ray tracing is becoming quite prevalent in AAA games. However, to make use of this new technology a game engine must generally create a bounding volume hierarchy of all scene geometry and bind all materials active in the scene. This requirement is often at odds with the dynamic nature of scene composition and material systems. Kickstart RT presents a novel cross-API (Direct3D11, Direct3D12 & Vulkan), cross-platform (win64 & ARM) solution that caches direct lighting information into a world space structure that is then used to ray trace reflections, GI, and shadows. This technology shortens development time due to a simpler and less-invasive integration of adding ray-tracing effects to a game engine, and it brings ray tracing to developers still using Direct3D11. We'll introduce the mechanisms and the algorithm used in Kickstart RT, and show off the quality and performance compared to traditional ray tracing and reference path tracing.