SEED – Electronic Arts
Stochastic all the things: raytracing in hybrid real-time rendering
Tomasz Stachowiak is a professional madman. He mostly tinkers with real-time graphics, and occasionally traces a path in Veach-land. By day he’s a reputable software engineer at Electronic Arts’s SEED team, while at night he basks in the suffering of compilers and GPUs. Tomasz started his journey in the industry working as a rendering engineer on Alien: Isolation. His contributions included real-time global illumination, physically based lighting, and character rendering, all across five hardware platforms. He then joined the Frostbite engine team in Stockholm, focusing once again on lighting tech, ranging from light culling and evaluation, through reflections, all the way to post-processing. During his four years at Frostbite, Tomasz learned the dark arts of low-level GPU hacking, experimenting with ideas related to GPU self-feeding, unorthodox rendering pipelines, and producer-consumer shading. He currently works at SEED, exploring some possible futures of rendering and interactive entertainment.
This talk will detail the hybrid real-time rendering pipeline we developed at SEED for the PICA PICA demo. Attendees will learn how leveraging DirectX Raytracing technology enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We will dive into the unique challenges posed by each of those domains, discuss the tradeoffs, and evaluate where raytracing fits in the spectrum of solutions.