Advances in Real-Time Rendering in Games Part 2
TimeMonday, 13 August 20182pm - 5:15pm
LocationEast Building, Ballroom BC, Vancouver Convention Centre
The road toward physically-based unified rendering with Unity’s high-definition rendering pipeline
Efficient screen-space subsurface scattering with normalized diffusion
Real-time rendering’s next frontier: adopting lessons from offline ray tracing to practical real-time ray tracing pipelines
Hill, McGuire, Heitz
Real-time ray tracing of correct* soft shadows
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.