“Advances in Real-Time Rendering in Games Part 2” by Lagarde, Golubev, McGuire, Heitz and Hill

  • ©Sebastien Lagarde, Evgenii Golubev, Morgan McGuire, Eric Heitz, and Stephen Hill

Conference:


Entry Number: 21

Title:

    Advances in Real-Time Rendering in Games Part 2

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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.

    Level
    Intermediate

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

    Description
    This course will focus on the road toward physically-based unified rendering with Unity’s high-definition rendering pipeline. It will also look at efficient screen-space subsurface scattering with normalized diffusion and real-time rendering’s next frontier: adopting lessons from offline ray tracing to practical real-time ray tracing pipelines. It will conclude with real-time ray tracing of correct* soft shadows.

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