Course
:
Advances in Real-Time Rendering in Games Part 2
TimeMonday, 13 August 20182pm - 5:15pm
LocationEast Building, Ballroom BC, Vancouver Convention Centre
DescriptionSchedule
2 pm
Tatarchuk
Welcome

2:05 pm
Lagarde, Golubev
The road toward physically-based unified rendering with Unity’s high-definition rendering pipeline

3:05 pm
Golubev
Efficient screen-space subsurface scattering with normalized diffusion

3:35 pm
Pharr
Real-time rendering’s next frontier: adopting lessons from offline ray tracing to practical real-time ray tracing pipelines

4:35 pm
Hill, McGuire, Heitz
Real-time ray tracing of correct* soft shadows

5:15 pm
Tatarchuk
Closing Remarks
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.
Contributor/Moderators
Natalya Tatarchuk
Unity Technologies
Sebastien Lagarde
Unity Technologies
Evgenii Golubev
Unity Technologies
Morgan McGuire
NVIDIA
Eric Heitz
Unity Technologies
Stephen Hill
Lucasfilm
Contributor/Moderators
Natalya Tatarchuk
Sebastien Lagarde
Evgenii Golubev
Morgan McGuire
Eric Heitz
Stephen Hill
Event Type
Course
Registration Levels
F
FP
Personas
G&I