“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

Conference:


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Entry Number: 11

Title:

    Advances in Real-Time Rendering in Games, Part II

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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.

    Who Should Attend
    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 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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