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Ray Traced Reflections in Wolfenstein: Youngblood (Presented by NVIDIA)

Jiho Choi (Senior Dev Tech Engineer, NVIDIA)

Dmitry Zhdan (Senior DevTech Engineer, NVIDIA)

Patrik Willbo (Lead Game Programmer, MachineGames)

Jim Kjellin (CTO, MachineGames)

Location: Room 153, South Hall

Date: Wednesday, March 18

Time: 3:30pm - 4:30pm

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 Machine Games cover the technical aspects of adding ray traced reflections to Wolfenstein Youngblood. This is one of the first Vulkan based game engines to bring RTX technology to market. We'll perform a deep dive into the details of managing materials for hit shading in a forward renderer to denoising results, giving programmers and technical artists a solid understanding of what's involved.

Takeaway

The audience will learn how to implement and optimize specific ray traced reflection features for games using Vulkan API and extensions.

Intended Audience

Graphics programmers / developers who are interested in implementing Ray tracing reflection in general and in Vulkan extensions.