Advances in Real-Time Rendering, Part II

Courses

Advances in Real-Time Rendering, Part II

Monday, 10 August 2:00 PM - 5:15 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.


Course Schedule



2 pm
Welcome (and Welcome Back!)
Tatarchuk

2:05 pm
Rendering The Alternate History of The Order: 1886
Pettineo (Ready at Dawn)

2:50 pm
Learning from Failure: a Survey of Promising, Unconventional and Mostly Abandoned Renderers for ‘Dreams PS4’, a Geometrically Dense, Painterly UGC Game
Evans (MediaMolecule)

3:35 pm
Dynamic Occlusion with Signed Distance Fields
Wright (Epic)

4:20 pm
GPU-Driven Rendering Pipelines
Haar (Ubisoft Entertainment) and Aaltonen (Ubisoft Entertainment)

5:15 pm
Closing Remarks
Tatarchuk

Level

Intermediate

Prerequisites

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

Technical practitioners and developers of graphics engines for visualization, games, or effects rendering who are interested in interactive rendering.

Instructor(s)

Natalya Tatarchuk
Bungie, Inc.

Matt Pettineo
Ready at Dawn Studios

Alex Evans
MediaMolecule

Daniel Wright
Epic Games, Inc.

Ulrich Haar
Ubisoft Entertainment

Sebastian Aaltonen
Ubisoft Entertainment