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Jon Story (Developer Technology Manager, NVIDIA)
Michiel Roza (Principal Optimization Programmer, Nixxes Software BV)
Holger Gruen (Senior Developer Technology Engineer, NVIDIA)
Location: Room 205, South Hall
Date: Wednesday, March 20
Time: 2:00 pm - 3:00 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 session will cover how Nixxes and NVIDIA went about adding ray traced shadows for directional, spot, point and area light sources. NVIDIA will cover what went well and what didn't in all aspects of the work, from BVH construction to implications on content, and finally the tracing and denoising of the results.
A solid technical overview of what it takes to add support for ray traced shadows to a AAA game.
Graphics Programmers, Technical Directors, Technical Artists