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|Session Name:||"Real-time Raytracing for Interactive Global Illumination Workflows in Frostbite" & "Shiny Pixels and Beyond: Real-Time Raytracing at SEED" (Presented by NVIDIA)|
|Track / Format:||Advocacy|
|Overview:||Interactive Global Illumination in Frostbite (Sebastien Hillaire, Electronic Arts)In this talk, Frostbite Rendering will present the results of ongoing R&D being conducted on our high quality static light baking solution (Flux) to reach the goal of an interactive GI workflow for artists. We will describe the techniques we applied to migrate our lightmap renderer to GPU using DXR. Flux is used in Star Wars Battlefront II, FIFA and Madden.Shiny Pixels and Beyond: Rendering Research at SEED (Johan Andersoon, Electronic Arts) (Colin Barre-Brisebois, Electronic Arts)In this talk, we will present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We will explain in detail several techniques from "PICA PICA", a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The approaches presented here are intended to inspire developers and provide a glimpse of a future where real-time raytracing powers the creative experiences of tomorrow.|