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Path Tracing Nanite in NVIDIA Zorah (Presented by NVIDIA)

Adam Marrs  (Principal Engineer, NVIDIA)

Evan Hart  (Distinguished Engineer, NVIDIA)

Jiayin Cao  (Senior Engineer, NVIDIA)

Location: Room 3009, West Hall

Date: Wednesday, March 19

Time: 10:30 am - 11:30 am

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Indie Games Summit Pass - Get your pass now!

Track: Programming

Format: Sponsored Session

Vault Recording: Not Recorded

Audience Level: Advanced

NVIDIA

In this session, we will discuss the cutting-edge algorithms and techniques behind NVIDIA's Zorah Blackwell launch demo. We'll dive into the technical details of how ray tracing, RTX Mega Geometry, ReSTIR PT, and DLSS 4 combine to redefine what's possible in real time. You'll learn about the core areas of improvement across geometric complexity, light transport, and image quality / frame generation, and how we implemented them in our branch of Unreal Engine 5.

Takeaway

Attendees will gain valuable insights about the future of real-time rendering as demonstrated by NVIDIA's next-generation graphics demo. They'll gain practical knowledge about the technical building blocks and implementation in the NVIDIA RTX Branch of Unreal Engine (NvRTX).

Intended Audience

This talk is intended for graphics programmers. Knowledge of Unreal Engine 5 is helpful, but not required.



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