NVIDIA WEBINAR
In this webinar, you’ll learn how to use Unity’s High Definition Render Pipeline (HDRP) wizard to enable ray-tracing in your Unity project—with just a couple of clicks. We’ll showcase in detail the following ray-traced effects: ambient occlusion, reflection, global illumination, shadows, recursive rendering, and path tracing. We’ll also explain how to use the various debug views to isolate these effects and offer recommendations to ensure a suitable frame rate for a wide variety of use cases, from games to high-end visualizations. Unity 2020.2 is recommended for the latest ray-tracing features.
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Pierre Yves is an experienced lighting artist with over a decade of AAA experience in the field of real-time rendering. He has a strong technical and artistic background and specializes in lighting, level beautification, UX, tools design, and workflow improvements. He has worked on award-winning games and large AAA productions, including the Crysis series, Ryse: Son of Rome, Grand Theft Auto V, and Red Dead Redemption 2. He’s currently a member of Unity’s R&D Graphics team, where he leads fellow technical artists whose mission is to improve artists’ efficiency, educate users globally, and develop new tools, workflows, and graphical features alongside engineers and designers.
Anis is a graphics programmer at Unity Technologies in the High Definition Render Pipeline team. He’s currently working on extending rendering pipelines for games and real-time applications to support real-time ray tracing. Anis is passionate about Monte Carlo integration, physically based rendering, and real-time performance (and loves to share his knowledge with the community). Before Unity, he worked at Pretty Simple Games as a graphics engineer and at Autodesk, first as a 3D R&D engineer on 3DStudio 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 Institut National des Sciences Appliquées de Lyon (INSA Lyon).
As part of NVIDIA’s Professional Solutions team, Allen focuses on Quadro professional graphics solutions. He has over 20 years of experience in the computer hardware and software industry, with a strong emphasis on visual computing, as well as driving engineering and marketing efforts to deliver unique solutions for professional customers in the visual computing market.
Ethan is a 20-year games industry veteran, having held positions in editorial, marketing, production, and creative direction. Currently, he’s the senior product marketing manager at NVIDIA, with a focus on guiding engineers, producers, and 3D artists toward the adoption of cutting-edge game development technology. Previously, Ethan was a principal architect on the roadmap strategy for SEGA’s core intellectual properties.
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Date & Time: Wednesday, April 22, 2018