“Advances in Real-Time Rendering in Games, Part II” by Bezrati, Tatarchuk, Valient, Brainerd, Wronski, et al. …

  • ©Abdul Bezrati, Natalya Tatarchuk, Michal Valient, Wade Brainerd, Bartlomiej Wronski, Peter Sikachev, and Nicolas Longchamps



Entry Number: 11


    Advances in Real-Time Rendering in Games, Part II

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    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.

    Who Should Attend
    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 ground-breaking 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 from the folks from Bungie, Guerrila Games, Insomniac Games, Eidos Montreal, Ubisoft Montreal and Activision.

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