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RAY TRACING THE WORLD OF ASSASSIN'S CREED SHADOWS (Advances in Real-Time Rendering SIGGRAPH 2025)

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Luc Leblanc, Melino Conte

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Description

Ray Tracing the World of Assassin's Creed Shadows is a SIGGRAPH 2025 Advances in Real-Time Rendering talk by Luc Leblanc and Melino Conte of Ubisoft's Anvil lighting and ray-tracing team, available as a YouTube recording.

It details ray-traced diffuse and specular GI for a large dynamic open world with time of day, weather states, and seasons. Topics include screen-space ray marching before coarse BVH traces, cascaded probe-volume updates, indoor/outdoor and terrain probe classification, sun and cloud shadows in probe G-buffers, and platform quality versus performance modes.

It is for advanced rendering engineers working on multi-platform RTGI in open worlds. Experience with probe GI, G-buffers, and console ray tracing helps.

The talk is free on the SIGGRAPH Advances in Real-Time Rendering YouTube channel, with companion materials in the Advances program.

It is useful for seeing how RTGI scales under vegetation, dynamism, and per-mode budgets in a shipped Anvil title.