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Advanced Graphics Summit: Raytracing in Snowdrop: An Optimized Lighting Pipeline for Consoles


This presentation provides an overview of the pipeline used for the raytraced global illumination and raytraced reflections in the Snowdrop engine. It goes into a deep dive into the probe system used to light the forward rendered objects and also as a cache for the global illumination and reflections. The two probe placement strategies, a grid based one and a new octree based one, are described alongside their advantages and drawbacks. Next, it presents the raytracing done from the gbuffer for both the global illumination and the reflection. Various optimizations are presented, including the use of screen space tracing to reduce the number of world space ray needed, as well as improving raytraced lighting quality.The next section briefly covers the denoising strategy used in Snowdrop. Several denoiser options are provided, including AMD Fidelity FX Reflection Denoiser, Nvidia's raytracing Denoisers, as well as two custom in-house denoisers.Finally, the presentation ends on how the raytraced result are applied to the final image.

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