SIGGRAPH 2019: Real-Time Ray Tracing - Special Topics and Latest Research - Light at the End of the Ray
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SIGGRAPH 2019: Real-Time Ray Tracing - Special Topics and Latest Research - Light at the End of the Ray
Alexey Panteleev, NVIDIA
We’ll talk about importance sampling and why it is critical for real-time ray tracing applications. Tracing rays towards light sources dramatically reduces noise compared to uniform random sampling, but discovering the light sources may be a non-trivial task. We’ll discuss the direct light system used in Quake II RTX, a fully path traced, Vulkan based re-imagining of the hit game from 1997, and potential solutions that may be suitable for other games.