“Advances in Real-Time Rendering in Games Part I” by Tatarchuk, Drobot, Leblanc, Conte and Kulikov – ACM SIGGRAPH HISTORY ARCHIVES

“Advances in Real-Time Rendering in Games Part I” by Tatarchuk, Drobot, Leblanc, Conte and Kulikov

  • 2022 Courses Tatarchuk_Advances in real-time rendering in games part I

Conference:


Type(s):


Title:

    Advances in Real-Time Rendering in Games Part I

Organizer(s):



Presenter(s)/Author(s):



Abstract:


    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 games and game engines, such as Activision, Ubisoft, Machine Games, Epic Games, iD Software, HypeHype, and NVIDIA. This year, however, as a 20th year edition of this course, it will also include a retrospective on the two decades of advances in real-time rendering, in games, and more. The presenters will cover a wide range of topics, from innovations in subsurface scattering and real-time path tracing, new methods for performant order-independent transparency, practical ray tracing for large-scale dynamic open worlds, efficient multi-platform strand-based hair and fur rendering methods, and multiple real-time stochastic direct lighting approaches for many lights rendering, targeted from high-end to low-end mobile GPUs, and other real-time performance global illumination methods. This is the course to attend if you are in the game development industry or want to learn the latest and greatest techniques in the real-time rendering domain!


Additional Information:


    Advanced

    Prerequisite: 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.

    Topics: N/A

    List of topics and approximate times: This year the course includes speakers from the makers of several innovative games and game engines, such as Activision, Ubisoft, Machine Games, Epic Games, iD Software, HypeHype, and NVIDIA. This year, however, as a 20th year edition of this course, it will also include a retrospective on the two decades of advances in real-time rendering, in games, and more. The presenters will cover a wide range of topics, from innovations in subsurface scattering and real-time path tracing, new methods for performant order-independent transparency, practical ray tracing for large-scale dynamic open worlds, efficient multi-platform strand-based hair and fur rendering methods, and multiple real-time stochastic direct lighting approaches for many lights rendering, targeted from high-end to low-end mobile GPUs, and other real-time performance global illumination methods.

    Additional Info: 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 is the course to attend if you are in the game development industry or want to learn the latest and greatest techniques in the real-time rendering domain!


Website:



ACM Digital Library Publication:



Overview Page:



Submit a story:

If you would like to submit a story about this presentation, please contact us: historyarchives@siggraph.org