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Advanced Graphics Summit: Kickstart RT: Easy Open Source Ray Tracing
Ray tracing is becoming quite prevalent in AAA games. However, to make use of this new technology a game engine must generally create a BVH of all scene geometry and bind all materials active in the scene. This requirement is often at odds with the dynamic nature of scene composition and material systems. Kickstart RT presents a novel cross-API (Direct3D11, Direct3D12 & Vulkan), cross-platform (win64 & ARM) solution that caches direct lighting information into a world space structure that is then used to ray trace reflections, GI and shadows. In this talk, we'll deep dive into the mechanisms and the algorithm used in Kickstart RT, and show off the quality and performancecompared to traditional ray tracing and reference path tracing. The aim of this technology is to enable many developers to add ray tracing effects to their game engine in a much shorter timespan than it might otherwise take and to bring ray tracing to developers still using Direct3D11.
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