“Advances in Real-Time Rendering in Games Part 1” by Tatarchuk, McAllister, Chan and Abadie

  • ©Natalya Tatarchuk, David F. McAllister, Danny Chan, and Guillaume Abadie

Conference:


Entry Number: 20

Title:

    Advances in Real-Time Rendering in Games Part 1

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Presenter(s):



Abstract:


    Prerequisites
    Working knowledge of modern real-time graphics APIs like DirectX or Vulkan or Metal 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.

    Level
    Intermediate

    Intended Audience
    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 groundbreaking 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 of video games.

    This year the course includes speakers from the makers of several innovative game companies, such as Ubisoft, Sledgehammer Games, Activision, NVIDIA, Unity Technologies, Lucasfilm, and Epic Games. Topics range from variations on the latest techniques for modern rendering pipelines, high-quality depth-of-field post processing, advances in material representation for deferred rendering pipelines, including improvements in subsurface scattering and PBR material representations, improvements to diffuse multi-scattering BRDFs, volumetric rendering techniques, using ray tracing techniques for accurate soft shadows in real-time, and many more.

    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 domain!

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