Gathering Feedback: Open Problems in Real-Time Raytracing

For HPG 2018‘s keynote (co-located / two days before SIGGRAPH 2018) I’ll be discussing some of the latest advances in game raytracing, but most notably some of the open problems.


With DXR making raytracing more accessible, and bringing us one step closer to “real-time raytracing for the masses”, the gap between offline and real-time is significantly getting smaller. To that, tailoring some of the existing offline raytracing approaches to real-time doesn’t happen overnight, can’t be done 1:1 nor free of compromises, as many of you saw in our GDC/DigitalDragons PICA PICA presentations. Existing offline approaches are definitely not free of problems, as raytracing literature and algorithms have originally be designed with offline in mind.

HPG is a great forum for discussing these sort of things since lots of folks in research are definitely interested in what DXR can enable for their research, want to know what problems we are trying to solve, and how their research can be adopted by the games industry.

That said, I would appreciate any feedback from fellow developers & researchers about what you think are the most important open problems in real-time raytracing. Already have a few, but definitely interested in hearing your thoughts on the matter.

Feel free to answer here, tweet at me, or privately. Additionally, if you’re around Vancouver for SIGGRAPH you should consider attending HPG. Schedule is shaping up to be pretty awesome! 🙂

So, what’s your #1 open problem with real-time raytracing?