Animation Magazine

Courses

Advances in Real-Time Rendering in Games, Part II

Monday, 11 August 2:00 PM - 5:15 PM | Vancouver Convention Centre, East Building, Exhibit Hall A

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.

Course Schedule

2 pm
Welcome!
Tatarchuk

2:05 pm
Volumetric Fog: Unified Compute Shader-Based Solution to Atmospheric Scattering
Wronski

2:45 pm
Real-Time Lighting Via Light Linked List
Bezrati

3:15 pm
Reflection System in Thief
Sikachev, Longchamps

3:45 pm
Tessellation in Call of Duty: Ghosts
Brainerd

4:30 pm
Reflections and Volumetrics of Killzone Shadow Fall
Valient

5:15 pm
Closing Remarks
Tatarchuk

Level

Intermediate

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.

Intended Audience

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

Instructor(s)

Natasha Tatarchuk
Bungie Inc.

Michal Valient
Guerilla Games

Wade Brainerd
Activision Blizzard

Bartlomiej Wronski
Ubisoft Montreal

Peter Sikachev
Eidos Montreal

Abdul Bezrati
Insomniac Games

Nicolas Longchamps
Eidos Montreal