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Holger Gruen (Senior Developer Technology Engineer, NVIDIA)
Location: Room 205, South Hall
Date: Wednesday, March 20
Time: 11:30 am - 12:15 pm
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
This talk shows how DXR raytracing helps to overcome the quality and performance constraints that are inherent to caustics rendering methods used by most game engines. Starting from a fully dynamic and simulated water surface, the presentation covers two methods to render surface caustics, how to create volumetric caustics including volumetric shadows and also discusses multiple bounces of light. The techniques presented here are not limited to rendering water casutics but can be carried over to other transparent interfaces.
DXR simplifies and accelerates advanced caustics rendering methods to a point that makes rendering fake caustics redundant.
Graphics programmers and artists