Advances in Real-Time Rendering, Part I


Advances in Real-Time Rendering, Part I

Monday, 10 August 9:00 AM - 12:15 PM | Los Angeles Convention Center, Room 515AB

Modern video games employ a variety of sophisticated algorithms to produce ground-breaking 3D rendering that pushes the visual boundaries and interactive experience of rich environments. This course presents state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds from from Bungie, Ubisoft, and a number of other award-winning game developers.

Course Schedule

9 am
Welcome and Introduction

9:10 am
Towards Unified and Physically-Based Volumetric Lighting in Frostbite
Hillaire (DICE)

9:40 am
Stochastic Screen-Space Reflections
Stachowiak (DICE)

10:10 am
The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn
Schneider (Guerrilla Games)

10:50 am
A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering
Bowles and Zimmermann (Studio Gobo)

Sparkly But Not Too Sparkly! A Stable and Robust Procedural Sparkle Effect
Bowles and Wang (Studio Gobo)

11:35 am
Multi-Scale Global Illumination in Quantum Break
Silvennoinen and Timonen (Remedy)

12:15 pm
Closing Q&A




Working knowledge of modern real-time graphics APIs like OpenGL or Direct3D and a solid basis in commonly used graphics algorithms. Familiarity with the concepts of programmable shading and shading languages. Familiarity with developing gaming hardware and software capabilities is a plus but not required.

Intended Audience

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.


Natalya Tatarchuk
Bungie, Inc.

Sébastien Hillaire

Tomasz Stachowiak

Andrew Schneider
Guerrilla Games

Huw Bowles
Studio Gobo

Daniel Zimmerman
Studio Gobo

Beibei Wang
Studio Gobo

Ari Silvennoinen
Remedy Games

Ville Timonen
Remedy Games