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Minecraft With RTX: Crafting a Real-Time Path-Tracer for Gaming (Presented by NVIDIA)

Michael Seydl (Principal Software Engineer, Minecraft, Microsoft)

Oli Wright (DevTech Engineer, NVIDIA)

Jakub Boksansky (DevTech Engineer, NVIDIA)

Location: Room 153, South Hall

Date: Friday, March 20

Time: 12:15pm - 1:15pm

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Audio Pass, Independent Games Summit Pass, VRDC Add On - Get your pass now!

Topic: Programming

Format: Sponsored Session

Vault Recording: TBD

Audience Level: All

Engineers from NVIDIA and Microsoft cover the technical aspects of adding path tracing to the hugely popular Minecraft. We'll walk through the technology and engineering that went into creating the RTX version of Minecraft; a glimpse at the technical decisions and process involved in the NVIDIA/Microsoft collaboration, and a deep dive into the details of the ray tracing and denoising.


Implementation of ray tracing into games brings new technical challenges and requires new approaches to writing a rendering engine. Knowledge from the film industry and offline rendering research can now be used to great extent, as these have been using ray tracing for decades. This enables us to revisit existing techniques used in rasterization and replace them partially or fully by ray tracing. Relatively new areas, such as the problem of denoising, are emerging in real-time rendering and are the integral part of path traced game engines.

Intended Audience

Graphics developers wanting to learn about specifics of ray tracing implementation in Minecraft and details of creating a real-time path traced game in general.