“Advances in Real-Time Rendering in Games, Part I” by Tatarchuk, Karis, Drobot, Schulz, Mader, et al. …

  • ©Natalya Tatarchuk, Brian Karis, Michal Drobot, Nicolas Schulz, Theodor Mader, and Jorge Jimenez

Conference:


Type(s):


Entry Number: 10

Title:

    Advances in Real-Time Rendering in Games, Part I

Course Organizer(s):



Presenter(s)/Author(s):



Abstract:


    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 shipping gaming consoles hardware and software capabilities is a plus but not required.

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

    Description
    Modern video games employ a variety of sophisticated algorithms to produce ground-breaking 3D rendering pushing the visual boundaries and interactive experience of rich environments. This course brings state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds from the folks from Bungie, Epic, Crytek and Ubisoft.
     


Overview Page: