Abstract:
We'll discuss ray-tracing in Metro Exodus, covering topics like stochastic effects are your friends, and how ray-tracing could improve the non-RT rendering pipeline in Metro and DXR integration without massive changes in the engine. We'll touch on deferred lighting for hit positions, explore global illumination and the possibility of less-than-one-ray-per-pixel computer graphics and compare more rays versus more denoising. Our talk will also explore other ray-tracking effects and tips and tricks for denoising at full resolution and full performance.
We'll discuss ray-tracing in Metro Exodus, covering topics like stochastic effects are your friends, and how ray-tracing could improve the non-RT rendering pipeline in Metro and DXR integration without massive changes in the engine. We'll touch on deferred lighting for hit positions, explore global illumination and the possibility of less-than-one-ray-per-pixel computer graphics and compare more rays versus more denoising. Our talk will also explore other ray-tracking effects and tips and tricks for denoising at full resolution and full performance.
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