“Advances in Real-Time Rendering, Part I” by Shneider, Bowles, Sloan, Iwanicki and Jimenez

  • ©Andrew Shneider, Huw Bowles, Peter-Pike Sloan, Michal Iwanicki, and Jorge Jimenez

Conference:


Entry Number: 08

Title:

    Advances in Real-Time Rendering, Part I

Course Organizer(s):



Presenter(s):



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 producing gaming consoles and software capabilities is a plus but not required.

    Level
    Intermediate

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

    Description
    Modern video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering that pushes the visual boundaries and interactive experience of rich environments. This course presents state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex an engaging virtual worlds.


ACM Digital Library Publication:



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