View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.
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Oleksandr Koshlo (Render Architect, Massive Entertainment - A Ubisoft Studio)
Location: Room 3016, West Hall
Date: Thursday, March 21
Time: 5:30 pm - 6:30 pm
Pass Type: All Access Pass, Core Pass - Get your pass now!
Vault Recording: TBD
Audience Level: Intermediate
How do you achieve high fidelity lighting with ray tracing, while maintaining high performance target in an expansive world such as the world of Avatar: Frontiers of Pandora? It requires a good implementation of ray tracing pipeline at multiple levels. This session describes BVH and material management part. The talk shows in detail two different acceleration structure implementations: a custom one used on consoles, and a DXR-based one for PC platforms. It highlights advantages and tradeoffs available with a custom approach, and tackles both common and unique challenges of each implementation, and a range of possible optimizations. The second part talks about "average" material representation, and how Snowdrop handles calculating the average for artist-authored materials, often dependent on runtime inputs.
Attendees will learn about possible approaches for ray tracing scene management for large-scale open worlds, and low-level building blocks of a custom ray tracing implementation
Intermediate and advanced graphics programmers, engine programmers, people interested in real time ray tracing. Basic knowledge of DXR API can be beneficial, but is not required.