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|Session Name:||Advanced Graphics Summit: Real-Time Ray Tracing in 'Hitman 3'|
|Speaker(s):||Alessandro Dal Corso|
|Company Name(s):||IO Interactive|
|Track / Format:||Advanced Graphics Summit|
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|Overview:||In this talk, Alessandro Dal Corso presents challenges and details of implementing ray tracing in HITMAN 3. The talk showcases two main techniques, ray traced reflections and sun shadows at different quality levels. nnThe presentation first covers adapting a rasterization-based engine into doing ray tracing work. Then, it continues on how to efficiently generate intermediate vertex buffers and build bottom level accelerations, both for simple and complex geometry. It provides details on how to adapt a complex node-based material system to work as ray tracing shaders. nnThe talk finally present and implementation of ray traced sun shadows, with improvements in penumbra and contact hardening. It also discusses some of the scheduling challenges that ray traced shadows bring in running them together with the reflections.|