Tag: raytracing

Real-Time Raytraced Acoustics for Games – Anton Lundberg – ADCx Copenhagen 2026

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Real-Time Raytraced Acoustics for Games: Dynamic Reverb with IR Synthesis & Time-Varying Convolution - Anton Lundberg - ADCx Copenhagen 2026
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Real-time acoustics in games is often a trade-off: either dynamic, geometry-driven systems with limited detail, or high-quality impulse responses (IRs) that are static and precomputed.

This session presents a hybrid GPU-CPU approach that bridges that gap by synthesizing spatial IRs at runtime from scene geometry, and using them for time-varying convolution in a real-time audio pipeline. In particular, the approach combines raytraced IR synthesis on the GPU with real-time convolution on the CPU, and continuously updates IRs using hybrid time- and frequency-domain crossfading.

Beyond physical modeling, the talk also covers GPU-accelerated post-processing techniques that shape raytraced IRs into perceptually dense and controllable reverberation, and how this enables a flexible authoring model for sound designers.

The approach enables physically grounded acoustics to be used in dynamic game worlds without sacrificing creative control. It is currently integrated into the development of an upcoming open-world title at Elemental Games, using Elias Audio middleware.
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Anton Lundberg

Anton Lundberg is a software engineer and audio programmer specializing in high-performance real-time audio systems and game engine architecture. He develops next-generation game audio middleware at elias.audio and leads development of the audio technology stack at Elemental Games, including GPU-accelerated acoustics for their unannounced open-world debut title.
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Streamed & Edited by Digital Medium Ltd: https://online.digital-medium.co.uk
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Organized and produced by JUCE: https://juce.com/
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Special thanks to the ADC Team:

Bence Kovacs
Martin Swanholm
Sophie Carus
Derek Heimlich
Andrew Kirk
Bobby Lombardi
Tom Poole
Ralph Richbourg
Jim Roper
Jonathan Roper
Prashant Mishra

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