Path Traced Hair & Skin in AAA Games using Vulkan @NVIDIAGameDeveloper
Path Traced Hair & Skin in AAA Games using Vulkan  @NVIDIAGameDeveloper
Uploaded March 2026 | Updated September 2026, 3 weeks ago
Watch the full replay of our GDC 2026 session to explore how Indiana Jones and the Great Circle uses NVIDIA’s Vulkan extensions to achieve cinematic, real-time strand-based hair (RTX Hair). This session breaks down the implementation of strand geometry into the Bounding Volume Heirarchy (BVH) using Linear Swept Sphere (LSS) primitives, alongside optimizations for shadows, reflections, and multi-bounce scattering. Additionally, we demonstrate how path-traced subsurface scattering (RTX Skin) —as seen in Half-Life 2 RTX—integrates into a modern pipeline to deliver ultra-realistic skin for both gameplay and cutscenes.

- Read our GDC 2026 announcement blog: developer.nvidia.com/blog/nvidia-rtx-innovations-are-powering-the-next-era-of-game-development
- Get started with NVIDIA tools and resources for game developers: developer.nvidia.com/industries/game-development
Path Traced Hair & Skin in AAA Games using VulkanCurrent Global Illumination in EA GamesMaterial Workflows in Omniverse with NVIDIA MDLHighlights API CallsGetting Started With the NVIDIA RTX Branch of Unreal Engine 5.7Scaling Playtest Reach with GeForce NOWNVIDIA ACE for Games Sparks Life Into Virtual Characters With Generative AINeural Shading Course: Part 7 - How to Get the Best Hardware Acceleration using Cooperative VectorsNVIDIA ACE | Wemade Introduces the First AI Boss in MIR5Ray Tracing with NVIDIA at SIGGRAPH 2019World of Jade Dynasty Uses NVIDIA Audio2Face for In-Game Animation (English Language)NVIDIA ACE | Perfect World Games Showcases New AI-Powered Vision Capabilities in Legends
NVIDIA Game Developer |

Path Traced Hair & Skin in AAA Games using Vulkan

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER