“Advances in Real-Time Rendering in Games, Part II” Chaired by

  • ©Natalya Tatarchuk, Michael Vance, Stephane Etienne, Sébastien Hillaire, Charles de Rousiers, Jorge Jimenez, and Miguel Petersen

Conference:


Type(s):


Interest Area:


    Gaming & Interactive, New Technologies, Production & Animation, and Research / Education

Entry Number: 11

Title:

    Advances in Real-Time Rendering in Games, Part II

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 HypeHype, Striking Distance Studios, Intel, Guerrilla, Activision, and Epic Games. The course will cover a variety of topics relevant to the practitioners of real-time rendering in games and other real-time 3D applications. The topics will cover diverse subjects such as efficient design of modern rendering architectures for a wide range of platforms, layered material systems, realistic rendering for fast flying through formations of volumetric clouds, scalable real-time path tracing, large-scale terrain rendering, and more!

    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!


Overview Page: