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|Session Name:||Ray-Traced Water Caustics with DXR (Presented by NVIDIA)|
|Track / Format:||Programming|
|Overview:||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.|