BEGIN:VCALENDAR
VERSION:2.0
PRODID:-//pretalx//talks.godotengine.org//godotcon-ams-2026//speaker//X8MA3
 C
BEGIN:VTIMEZONE
TZID:CET
BEGIN:STANDARD
DTSTART:20001029T040000
RRULE:FREQ=YEARLY;BYDAY=-1SU;BYMONTH=10
TZNAME:CET
TZOFFSETFROM:+0200
TZOFFSETTO:+0100
END:STANDARD
BEGIN:DAYLIGHT
DTSTART:20000326T030000
RRULE:FREQ=YEARLY;BYDAY=-1SU;BYMONTH=3
TZNAME:CEST
TZOFFSETFROM:+0100
TZOFFSETTO:+0200
END:DAYLIGHT
END:VTIMEZONE
BEGIN:VEVENT
UID:pretalx-godotcon-ams-2026-JDYVQ3@talks.godotengine.org
DTSTART;TZID=CET:20260424T140500
DTEND;TZID=CET:20260424T143500
DESCRIPTION:Godot’s Vulkan renderer already ships with native hardware ra
 y tracing exposed through the low-level RenderingDevice\, but getting from
  “Vulkan feature exists” to a Godot-shaped\, tool-friendly API took a 
 very specific set of design and plumbing decisions. In this talk I’ll te
 ll that story: how I implemented the Vulkan ray tracing pipeline inside Go
 dot’s rendering HAL and how it fits Godot’s object model.\n\nWe’ll w
 alk through what was added and why: ray tracing shader stages (raygen\, mi
 ss\, closest hit\, any hit\, intersection)\, per-stage source/bytecode sub
 mission with compile-error feedback\, acceleration structure objects (BLAS
 /TLAS)\, and the minimal command flow (begin\, bind pipeline/uniform sets\
 , push constants\, trace\, end). Then we’ll flip to the user side: how t
 hese pieces are driven from GDScript via RenderingDevice\, how to structur
 e multi-stage shaders for iteration\, and how to sequence BLAS/TLAS builds
 \, and ray dispatch.\n\nAttendees leave with both a practical blueprint fo
 r using ray tracing in Godot today and a clear mental model of the engine-
 side implementation decisions that make it work.
DTSTAMP:20260626T235443Z
LOCATION:Theatre 2
SUMMARY:Integrating Vulkan Ray Tracing in Godot - Antonio Caggiano
URL:https://talks.godotengine.org/godotcon-ams-2026/talk/JDYVQ3/
END:VEVENT
END:VCALENDAR
