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Intro

0:00

REFLECTIONS BACK ON THE UBISOFT TEAM

0:33

REFLECTIONS IN FAR CRY 6

2:51

SCREEN SPACE LOCAL REFLECTIONS

5:30

SOLUTION: LINEAR TRACE WITH REFINE

6:04

SSLR LINEAR TRACE EDGE CASES

7:05

SOLUTION: RANDOM RAY OFFSETS

7:23

SS TILE CLASSIFICATIONS

7:49

SS FAST CONE TRACE

8:35

HW RAY TRACE ACCELERATION STRUCTURES

9:24

REFLECTING WITH CONFIDENCE: HYBRID

11:46

RAYTRACE REFLECTION GRAPH

13:04

BVH TREE

13:55

HW RAY TRACING & LIGHTING TOGETHER

14:47

LIGHTING IN THE HW RAY TRACING PIPELINE

15:41

PRIMITIVE DATA

16:15

PRIMITIVE POOL

16:48

LIGHTING THE PRIMITIVE

17:34

THW RAY TRACE BARYCENTRIC COORDINATES

18:04

THW RAY TRACE PRIMITIVES LIGHTING

18:20

PARTICLES IN FAR CRY 6

18:37

PARTICLES HARDWARE RAY TRACE

19:08

PARTICLES: THE CASE OF THE MISSING SPRITES

19:47

SOLUTION: EXTRA QUADS

20:19

SOLUTION: MASK QUADS BY VIEW SPACE AXIS

20:41

SSLR PARTICLES

21:02

REFLECTION MOTION : REPROJECTION

22:26

REFLECTION MOTION: PREVIOUS FRAME

22:32

REFLECTION MOTION: BACK IN SCREEN SPACE

22:42

TEMPORAL ACCUMULATION

23:02

HYBRID RAY TRACED REFLECTIONS

24:26

RADEON GPU PROFILER (RGP) OVERVIEW

25:54

RESOURCE DIVERGENCE . Occurs when a shader issues a resource read, but different threads in the wave can be accessing different

30:07

RAY TRACING HIT EXECUTION

31:41

FAR CRY 6 SHADER TABLE • Far Cry 5 has a single hit shader which interpolates vertex attributes that store all material properties

33:55

BLAS VERTEX GENERATION • Far Cry 5 uses compute shader to generate vertices for BLAS building instead of a VS/G/H/DS

35:53

ASYNC BVH BUILDING

38:01

HYBRID REFLECTIONS BLAS/TLAS TIPS . Consider using CS for vertex generation For BLAS

44:45

HYBRID REFLECTIONS OVERVIEW Far Cry Reflections

45:45

FEEDBACK COUNTERS

46:56
GDC 2022 - Performant Reflective Beauty: Hybrid Raytracing with Far Cry 6
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5,826Views
2022Mar 24
This session will cover the collaboration between AMD and Ubisoft on Far Cry 6 implementing Hybrid Raytraced Reflections. This talk will cover what Hybrid Reflections are, how Far Cry 6 implemented them, and how AMD and Ubisoft worked together to optimize it for a wide range of GPUs. Stephanie will go over the technique and many of the implementation challenges that were solved along the way while Ihor will cover recommendations to get maximum performance. The session will conclude with information on the AMD GPUOpen Hybrid Reflections sample which implements the technique and can be used by developers to try the technique out today. *** Visit our website: https://gpuopen.com Follow us on Twitter:   / gpuopen   Slides: https://gpuopen.com/gdc-presentations... *** Subscribe: http://bit.ly/Subscribe_to_AMD Like us on Facebook: http://bit.ly/AMD_on_Facebook Follow us on Twitter: http://bit.ly/AMD_On_Twitter Follow us on Twitch:   / amd   Follow us on LinkedIn: http://bit.ly/AMD_on_Linkedin Follow us on Instagram: http://bit.ly/AMD_on_Instagram ©2022 Advanced Micro Devices, Inc. AMD, the AMD Arrow Logo, and combinations thereof are trademarks of Advanced Micro Devices, Inc. in the United States and other jurisdictions. Other names are for informational purposes only and may be trademarks of their respective owners.

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