“Advances in Real-Time Rendering in Games: Part 2” by Tatarchuk, Feeley, Bowles and Bauer

  • ©Natalya Tatarchuk, Sean Feeley, Huw Bowles, and Fabian Bauer



Entry Number: 24


    Advances in Real-Time Rendering in Games: Part 2

Course Organizer(s):




    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.

    Intended Audience

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

    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 Rockstar, Ubisoft, EA | Frostbite, NVIDIA, Electric Square, Sony Santa Monica and Unity Technologies. The course will cover a variety of topics such as atmospheric rendering in games, multi-resolution ocean rendering, practical multi-scattering physically-based materials for games, real-time ray tracing with hybrid engine pipelines, rendering strand-based hair in real-time in production settings, art-directable wind and vegetation in games, and improvements for geometry processing with mesh shaders.

    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!

Additional Information:

    Gaming & Interactive

ACM Digital Library Publication:

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