Real-time ray tracing is a powerful and flexible rendering method that continues to push the boundaries of photorealism in real-time environments. This presentation will give visualization specialists a good understanding of real-time ray tracing techniques in Unreal Engine.

Technical Artist Matthew Doyle will share some best practices for optimizing your project for ray tracing and taking advantage of features like real-time global illumination (GI) and ray-traced shadows, reflections, and translucency. He’ll cover everything from setting up materials, lights, and exposure settings to debugging and performance profiling tools. He’ll also show you how to render out high-resolution ray-traced videos and still images.


You’ll learn how to:

> Understand core material concepts used in real-time ray tracing

> Adjust lights for real-time ray-traced shadows and GI

> Use ray-traced reflections and translucency options

> Debug and profile your ray-traced scenes

Daryl Obert
Design Specialist, Epic Games

Daryl is a 25+ year veteran in the field of computer graphics and a subject matter expert in VR/AR, ray tracing, visualization, animation, rendering, VFX, modeling, motion capture, and compositing.

Matt Doyle

Technical Artist


Matthew has worked in real-time 3D for nearly two decades, including in game development and architectural visualization. His specialties include look development—working with materials, lighting, and post process effects—as well as modeling, rendering, VR, animation, and almost every aspect of a modern game development pipeline.

Galen Davis

Evangelist/Producer – Quixel at Epic Games


Galen Davis has worked as an environment artist and art lead in the games industry for 10 years, contributing to franchises like BioShock, Borderlands, Evolve, Star Wars, and the most recent God of War title. He now works as an evangelist and producer for Quixel at Epic Games, engaging with AAA teams, enterprise, and education partners.

MATTHEW DOYLE

Technical Artist


Matthew has worked in real-time 3D for nearly two decades, including in game development and architectural visualization. His specialties include look development—working with materials, lighting, and post process effects—as well as modeling, rendering, VR, animation, and almost every aspect of a modern game development pipeline.

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