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Scale Up Ray Tracing in Games With RTX Mega Geometry (Presented by NVIDIA)

Juha Sjöholm  (Principal Engineer, NVIDIA)

Adam Marrs  (Principal Engineer, NVIDIA)

Manuel Kraemer  (Principal Engineer, NVIDIA)

Jan Schmid  (Senior Manager, NVIDIA)

Location: Room 3009, West Hall

Date: Wednesday, March 19

Time: 5:00 pm - 6:00 pm

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

With 3D sculpting, photogrammetry, and generative AI, geometric complexity has exploded, forcing game engines to adapt. RTX Mega Geometry is the key new technology that'll allow ray tracing to scale up and define the next generation of real-time image fidelity. The session will introduce the new RTX Kit technology for accelerating cluster-based bounding volume hierarchy (BVH) building, along with their application to geometry streaming, dynamic tessellation and animation, as featured in Remedy's Alan Wake 2, and NVIDIA's Zorah and Dragon demos.

Takeaway

Attendees will be given a high level overview of new ray tracing algorithms, along with some of the techniques to make more visually impressive games.

Intended Audience

Intended for graphics programmers with some knowledge of real-time ray-tracing.



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