“Advances in Real-Time Rendering, Part I” by Tatarchuk, Hillaire, Stachowiak, Schneider, Bowles, et al. …

  • ©Natalya Tatarchuk, Sébastien Hillaire, Tomasz Stachowiak, Andrew Schneider, Huw Bowles, Daniel Zimmerman, Beibei Wang, Ari Silvennoinen, and Ville Timonen

Conference:


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Entry Number: 05

Title:

    Advances in Real-Time Rendering, Part I

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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 developing gaming hardware and software capabilities is a plus but not required.

    Who Should Attend
    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 ground-breaking 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 and engaging virtual worlds from from Bungie, Ubisoft, and a number of other award-winning game developers.
     


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