Let There Be Light

Wednesday, 13 August 10:45 AM - 12:15 PM | Vancouver Convention Centre, West Building, Rooms 109-110 Session Chair: Chris Wyman, NVIDIA Corporation

Real-Time Geometry Caches

Converting arbitrary animations to a skinning representation is a tedious, time-consuming process for artists. This solution compiles Alembic geometry caches to a format suited for streaming real-time playback. The result takes full advantage of next-generation hardware with SIMD optimization and multithreading.

Axel Gneiting
Crytek GmbH

Implementing Efficient Virtual Shadow Maps for Many Lights

Recently, a system has been presented that offers real-time performance for several hundred light sources with high quality and controllable memory footprint [Olsson et al. 2014]. This talk focuses on the practical aspects of facilitating implementation of the technique for the game-development community.

Ola Olsson
Chalmers University of Technology

Erik Sintorn
Chalmers University of Technology

Viktor Kämpe
Chalmers University of Technology

Markus Billeter
Chalmers University of Technology

Ulf Assarsson
Chalmers University of Technology

Efficient Rendering With Tile Local Storage

[40 minute talk]

This talk demonstrates how key mobile-rendering challenges can be met efficiently by use of tile local storage - fast memory readily available in tile-based GPUs. The talk presents and compares solutions for order-independent transparency, physically based shading and lighting, and virtual texturing.

Marius Bjorge
ARM Ltd.

Sam Martin
Geomerics Ltd.

Sandeep Kakarlapudi
ARM Ltd.

Jan-Harald Fredriksen
ARM Ltd.