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
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










