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Course Description

Advances in real-time graphics research and the ever-increasing power of mainstream GPUs and consoles continue to generate an explosion of innovative algorithms suitable for fast, interactive rendering of complex and engaging virtual worlds. Every year, the latest video games employ a vast variety of sophisticated algorithms to produce ground-breaking 3D rendering that pushes the visual boundaries and interactive experience of rich environments.

 

This course is the next installment in the established series of SIGGRAPH courses on real-time rendering. It presents the best graphics practices and research from the game-development community and provides practical and production-proven algorithms. The focus of the course is on the intersection between the game-development community and state-of-the-art 3D graphics research, and the potential for cross-pollination of knowledge in future games and other interactive applications.

 

The first part of the course includes speakers from the makers of several innovative game companies, such as Bungie, Activision Blizzard, Insomniac Games, CCP, Vicarious Visions and Gobo Games, as well as R&D from Bosch and Disney Research. Topics covered in the first part include practical methods of real game-rendering pipelines and shipping game engines, global illumination and reflections in real-time, high quality motion blur and ambient occlusion, complex lighting techniques, subsurface scattering and character rendering, practical approaches to shadows rendering in production scenarios and other exciting production-proven techniques.

 

The second part of the course includes speakers from the state-of-the-art games, such as Epic, Ubisoft, Firaxis, thatgamecompany, and Avalanche Studios, among some. Topics covered in the second part of the course include practical methods of real game-rendering pipelines and shipping game engines, improvements to deferred shading and global illumination, new material models, particle rendering and simulation, post-processing pipelines, shader antialiasing, dynamic sand simulation and rendering and other exciting production-proven techniques.

 

This is the course to attend if you are in the game development industry or want to learn the latest and greatest techniques in real-time rendering domain!

 

 


Syllabus

Advances in Real-Time Rendering in Games: Part I

WEDNESDAY, 8 AUGUST 9:00 AM - 12:15 PM | Los Angeles Convention Center - Room 515AB

Advances in Real-Time Rendering in Games: Part II

WEDNESDAY, 8 AUGUST 2:00 PM - 5:15 PM | Los Angeles Convention Center - Room 515AB

 

 

Advances in Real-Time Rendering in Games: Part I

WEDNESDAY, 8 AUGUST 9:00 AM - 12:15 PM | Los Angeles Convention Center - Room 515AB

09:00 am

Natalya Tatarchuk (Bungie)

Welcome!

 

09:15 am

Padraic Hennessy (Vicarious Visions)

Scalable High Quality Motion Blur and Ambient Occlusion

 

10:00 am

Hugh Malan (CCP)

Real-Time Global Illumination and Reflections in Dust 514

 

10:40 am

Jorge Jimenez (Activision Blizzard)

Separable Subsurface Scattering & Photorealistic Eyes Rendering

 

11:10 am

Lei Yang (Bosch Research North America) and Huw Bowles (Gobo Games)

Accelerating Rendering Pipelines Using Bidirectional Iterative Reprojection

 

11:40pm

Mike Acton (Insomniac)

CSM Scrolling, an Acceleration Technique for the Rendering of Cascaded Shadow Maps

 

12:10pm

Q&A

 

Advances in Real-Time Rendering in Games: Part II

WEDNESDAY, 8 AUGUST 2:00 PM - 5:15 PM | Los Angeles Convention Center - Room 515AB

 

02:00 pm

Natalya Tatarchuk (Bungie)

Welcome Back!

 

02:05 pm
Martin Mittring
(Epic)

The Technology Behind the Unreal Engine 4 Elemental demo<">

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