Love, games and raytracing
summary
Chaos demonstrates where ray tracing moves from offline VFX into games: V-Ray powers cinematics (Deadpool titles, Blur, Game of Thrones oceans) and 92 of the top 100 architecture firms use it; V-for-Unreal integrates V-Ray into engine workflows; a new 100% raytraced real‑time engine Project Lavina targets interactive workflows by combining RTX acceleration with a proprietary temporal denoiser and supports baking and fluid sims via Phoenix FD; earlier demos ran 1–2 fps, Lavina aims for interactive frame rates on multiple RTX cards and a public beta is coming.
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chapters (12)
- 0:00V-Ray and Chaos Group intro
- 1:05Ray tracing in games/media
- 3:35Ray tracing in VFX/storytelling
- 8:14Industries using ray tracing
- 10:50Ray tracing in game cinematics
- 12:39Baking maps workflows
- 15:10Fluid sim with Phoenix FD
- 16:35Real-time ray tracing shift
- 18:43V-Ray for Unreal Engine
- 20:54Real-time ray tracing performance
- 21:39Project Lavina full RT
- 23:07Q&A
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