Video Series: Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite – NVIDIA Technical Blog News and tutorials for developers, data scientists, and IT admins 2025-03-27T16:00:00Z http://www.open-lab.net/blog/feed/ Sebastien Hillaire <![CDATA[Video Series: Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite]]> http://www.open-lab.net/blog/?p=12209 2022-08-21T23:39:08Z 2018-10-02T13:00:04Z Real-time ray tracing is upon us. Electronic Arts leads the charge in integrating the technology on an engine level. This video series features Sebastien...]]> Real-time ray tracing is upon us. Electronic Arts leads the charge in integrating the technology on an engine level. This video series features Sebastien...

Real-time ray tracing is upon us. Electronic Arts leads the charge in integrating the technology on an engine level. This video series features Sebastien Hillaire, Senior Rendering Engineer at EA/Frostbite. Sebastian discusses real-time raytracing and global illumination (GI) workflows in Frostbite. He explains the context and the current workflows Frostbite uses, then describes the process of��

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