The 38th International Conference And Exhibition on Computer Graphics and Interactive Techniques

Advances in Real-Time Rendering in Games: Part I

Monday, 8 August 9:00 am - 12:15 pm | East Building, Ballroom A/B

Advances in real-time graphics research and the ever-increasing power of mainstream GPUs and consoles continue to generate an explosion of innovative algorithms suitable for fast, interactive rendering of complex and engaging virtual worlds. Every year, the latest video games employ a vast variety of sophisticated algorithms to produce ground-breaking 3D rendering that pushs the visual boundaries and interactive experience of rich environments.

This course is the next installment in the established series of SIGGRAPH courses on real-time rendering. It summarizes the best graphics practices and research from the game-development community and provides practical and production-proven algorithms. The first part of the course includes speakers from the makers of several award-winning games, such as Bungie, Media Molecule, Crytek, and Avalanche. Topics include practical methods of real game-rendering pipelines, deferred rendering improvements, complex lighting techniques, scene voxelization and participating media, and other exciting production secrets. The focus is on the intersection between the game-development community and state-of-the-art 3D graphics research, and the potential for cross-pollination of knowledge in future games and other interactive applications.

COURSE SCHEDULE

9 am
Introduction
Tatarchuk

9:05 am
Making Game Worlds From Polygon Soup: Visibility, Spatial Hierarchy and Rendering Challenges
Chen, Silvennoinen, and Tatarchuk

9:45 am
Rendering in Cars 2
C. Hall, R. Hall, D. Edwards

10:30 am
Two Uses of Voxels in LittleBigPlanet2’s Graphics Engine
Evans & Kirczenow

11:15 am
Secrets of CryENGINE 3 Graphics Technology
Sousa, Kasyan, and Schulz

Level

Intermediate

Prerequisites

Working knowledge of a 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.

Intended Audience

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

Instructor(s)

Natalya Tatarchuk
Bungie, Inc.

Hao Chen
Bungie, Inc.

Ari Silvennoinen
Umbra Software Ltd

Christopher Hall
Avalanche Software, Disney Games

Robert Hall
Avalanche Software, Disney Games

David Edwards
Avalanche Software, Disney Games

Alex Evans
Media Molecule

Tiago Sousa
Crytek

Nickolay Kasyan
Crytek

Nicolas Schulz
Crytek