Leveraging Ray Tracing Hardware Acceleration In The Unity Game Engine
Anis Benyoub is a graphics programmer at Unity Technologies in the High Definition Render Pipeline team. He is currently working on finding viable applications of real-time ray tracing in hybrid pipelines for games and interactive software. He is passionate about Monte Carlo integration, physically based rendering, and real-time performance (and loves to talk about it). Before Unity, he worked at Pretty Simple Games as a graphics engineer, at Autodesk as a 3D R&D engineer on 3DS max, and then as a core software engineer on the Stingray game engine. He holds an M. Sc. in Computer Science from Ecole Polytechnique de Montréal with a focus in Computer Graphics and M.Eng degrees in Computer Science from INSA Lyon.
Ray tracing hardware acceleration (RTX) is a newly available feature that allows graphics developers to increase their image quality. While solving complex problems, properly integrating this new set of APIs (DXR and Vulkan ray tracing) in a game engine is tricky, especially so when the engine supports anything from mobile to virtual production. In this talk, the speaker will introduce the real-time ray tracing “Reality vs Illusion” demo that was presented during GDC and GTC 2019.This demo was made with Unity using its High Definition Render Pipeline. He will then cover the major design decisions that drove the real-time ray tracing integration for features that Unity supports (such as reflections, area shadows, etc.). This will be a deep dive into implementation details and optimizations.