“Advances in Real-Time Rendering in 3D Graphics and Games: Part 2” by Tatarchuk, Oat, Evans, Chen, Liu, et al. …

  • ©Natalya Tatarchuk, Christopher Oat, Alex Evans, Hao Chen, Xinguo Liu, Michael Boulton, Dominic Filion, Rob McNaughton, and Martin Mittring

Conference:


Type:


Entry Number: 04

Title:

    Advances in Real-Time Rendering in 3D Graphics and Games: Part 2

Presenter(s)/Author(s):



Abstract:


    Prerequisites
    Working knowledge of a modern real-time graphics APls like OpenGL or Direct3D, a solid basic understanding of commonly used graphics algorithms, and familiarity with the concepts of programmable shading and shading languages.    

    Description
    Ad
    vances in real-time graphics research and the increasing power of mainstream GPUs have generated an explosion of innovative algorithms suitable for rendering complex virtual worlds at interactive rates. Every year, the latest video games display a vast variety of increasingly sophisticated algorithms that enable groundbreaking 3D rendering, push visual boundaries, and expand the interactive experience of
    rich environmentsThis course covers a series of topics on the best practices and techniques prevalent in stateof-the-art rendering in several awardwinning games and describes innovative and practical 3D rendering research that will b,!3 found in the games of tomorrow. The course features examples recently shipped games by Crytek, Rare, and Bungie and upcoming titles from Blizzard Entertainment and MediaMolecule, as well as graphics research from AMDs Game Computing Applications Group.  


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