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Morgan McGuire (Distinguished Research Scientist, NVIDIA)
Location: Room 205, South Hall
Date: Thursday, March 21
Time: 10:00am - 11:00am
Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Indie Games Summit - Get your pass now!
Format: Sponsored Session
Vault Recording: Video
Audience Level: All
NVIDIA will show how to combine glossy reflection ray tracing with diffuse ray-traced irradiance field probes. This creates a complete dynamic global illumination solution that scales across all DXR GPUs and minimizes light leaking without requiring manual per-probe or lightmap work by artists. It fits into modern game engines by directly replacing screen-space ray tracing and baked irradiance probes. The key breakthroughs are a fast way of ray tracing and updating irradiance instead of denoising individual samples or convolving radiance probes, and a new moment-based depth scheme for preventing light and shadow from leaking through walls.
How to upgrade built-in UE4/Unity/other irradiance probes with RTX and scale across the entire 20xx product line
Programmers and lighting artists