Traveling Light

Talks

Traveling Light

Thursday, 13 August 9:00 AM - 10:30 AM | Los Angeles Convention Center, Room 515AB Session Chair: Derrick Nau, TRG Reality


The Tomorrow Children: Lighting and Mining with Voxels

The Tomorrow Children implements many state-of-the-art techniques for lighting. This talk explains how the production team modified voxel cone tracing to achieve real-time global illumination on the PS4.

James McLaren
Q-Games, Ltd.

Tao Yang
Q-Games, Ltd.

Accurate Analytic Approximations for Real-Time Specular Area Lighting

Introducing analytic approximations for accurate real-time rendering of specular surfaces illuminated by polygonal light sources. The solution works without any assumptions on light-source shape or surface roughness, supporting real-time performance with a quality close to the ground truth.

Pascal Lecocq
Technicolor

Gaël Sourimant
Technicolor

Jean-Eudes Marvie
Technicolor

Frustum-Traced Irregular Z-Buffers: Fast, Sub-Pixel-Accurate Hard Shadows

This system renders real-time, antialiased hard shadows using irregular z-buffers and achieves 32-sample, sub-pixel accuracy at twice the cost of a single visibility sample and handles complex CAD models and modern game assets interactively at 1080p, yet imposes no constraints on scene dynamism.

Chris Wyman
NVIDIA Corporation

Rama Hoetzlein
NVIDIA Corporation

Aaron Lefohn
NVIDIA Corporation

Accumulative Anti-Aliasing

A simple modification of existing anti-aliasing methods, accumulative anti-aliasing (ACAA) stores only one color sample per pixel, producing the same image quality with much less memory and making higher MSAA sample rates practical.

Eric Enderton
NVIDIA Corporation

Eric Lum
NVIDIA Corporation

Christian Rouet
NVIDIA Corporation

Oleg Kuznetsov
NVIDIA Corporation