SIGGRAPH recorded and live streamed our course on YouTube and Facebook Live, where you can also watch replays. Note: Course content starts roughly 5 minutes into the video stream.
Title | Slides | Speaker | |
---|---|---|---|
9:00-9:05 | Welcome and Introductions | Chris | |
9:05-9:25 | Overview of Ray Tracing | Pete | |
9:25-9:55 | Introduction to DirectX Raytracing Shaders | Chris | |
9:55-10:30 | Building an HLSL Path Tracer Step-by-step | Chris | |
10:30-10:40 | Break | ||
10:40-11:40 | Introduction to the DirectX Raytracing API | Shawn | |
11:40-12:00 | Full Rays Ahead! From Raster to Real-Time Raytracing | Colin | |
12:00-12:15 | Q & A Session | All |
Resources from this course:
Other useful resources:
So you attended the course, and want to try out the demos or do some coding yourself. Now you find yourself asking, “what do I need?” To try DirectX Raytracing, you need:
Chris Wyman is a Principal Research Scientist at NVIDIA in Redmond, WA working on the real-time rendering research team. He has used both raster and ray tracing algorithms for real-time rendering since his graduate studies at the University of Utah. Prior to joining NIVIDIA, he was an Associate Professor of Computer Science at the University of Iowa and spent time as a contractor at the US Army Research Laboratory.
Shawn Hargreaves's career started in the game industry, where he worked on Extreme-G for the Nintendo 64 and MotoGP for the original Xbox. Over a couple of decades, he has been responsible for multiple graphics APIs (Allegro, XNA, and Win2D) and tools such as level editors, asset compilers, in-house 3D modelers, and the PIX on Windows GPU debugger/profiler. He is now the development lead for Direct3D at Microsoft.
Peter Shirley is a Distinguished Research Scientist at NVIDIA, working on VR, perception, and rendering out of the Salt Lake City office. He has written numerous books, including the Ray Tracing in One Weekend series, Realistic Ray Tracing, and the textbook Fundamentals of Computer Graphics. Before joining NVIDIA, he held academic positions at the University of Utah, Indiana University, Cornell, and Westminster College.
Colin Barré-Brisebois is a Senior Software Engineer at SEED, a cross-disciplinary team working on cutting-edge future technologies and creative experiences at Electronic Arts. Prior to SEED, he was a Technical Director on the Batman: Arkham franchise at WB Games Montreal, where he led the rendering team and graphics technology initiatives. Before WB, he was a rendering engineer on several games at EA, including Battlefield 3, Need for Speed, Army of TWO, Medal of Honor), and others. He has also presented at conferences (GDC, SIGGRAPH, I3D) and published work on books (GPU Pro) and on his blog.
@inproceedings{Wyman:2018:IDR,
author = {Chris Wyman and Shawn Hargreaves and
Peter Shirley and Colin Barré-Brisebois},
title = {Introduction to DirectX Raytracing},
booktitle = {ACM SIGGRAPH 2018 Courses},
year = {2018},
month = {August},
location = {Vancouver, British Columbia},
}