Course Description

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 pushes 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 presents the best graphics practices and research from the game-development community and provides practical and production-proven algorithms. The focus of the course 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.

 

The first part of the course includes speakers from the makers of several innovative game companies, such as Bungie, Activision Blizzard, Insomniac Games, CCP, Vicarious Visions and Gobo Games, as well as R&D from Bosch and Disney Research. Topics covered in the first part include practical methods of real game-rendering pipelines and shipping game engines, global illumination and reflections in real-time, high quality motion blur and ambient occlusion, complex lighting techniques, subsurface scattering and character rendering, practical approaches to shadows rendering in production scenarios and other exciting production-proven techniques.

 

The second part of the course includes speakers from the state-of-the-art games, such as Epic, Ubisoft, Firaxis, thatgamecompany, and Avalanche Studios, among some. Topics covered in the second part of the course include practical methods of real game-rendering pipelines and shipping game engines, improvements to deferred shading and global illumination, new material models, particle rendering and simulation, post-processing pipelines, shader antialiasing, dynamic sand simulation and rendering and other exciting production-proven techniques.

 

This is the course to attend if you are in the game development industry or want to learn the latest and greatest techniques in real-time rendering domain!

 

 


Syllabus

Advances in Real-Time Rendering in Games: Part I

WEDNESDAY, 8 AUGUST 9:00 AM - 12:15 PM | Los Angeles Convention Center - Room 515AB

Advances in Real-Time Rendering in Games: Part II

WEDNESDAY, 8 AUGUST 2:00 PM - 5:15 PM | Los Angeles Convention Center - Room 515AB

 

 

Advances in Real-Time Rendering in Games: Part I

WEDNESDAY, 8 AUGUST 9:00 AM - 12:15 PM | Los Angeles Convention Center - Room 515AB

09:00 am

Natalya Tatarchuk (Bungie)

Welcome!

 

09:15 am

Padraic Hennessy (Vicarious Visions)

Scalable High Quality Motion Blur and Ambient Occlusion

 

10:00 am

Hugh Malan (CCP)

Real-Time Global Illumination and Reflections in Dust 514

 

10:40 am

Jorge Jimenez (Activision Blizzard)

Separable Subsurface Scattering & Photorealistic Eyes Rendering

 

11:10 am

Lei Yang (Bosch Research North America) and Huw Bowles (Gobo Games)

Accelerating Rendering Pipelines Using Bidirectional Iterative Reprojection

 

11:40pm

Mike Acton (Insomniac)

CSM Scrolling, an Acceleration Technique for the Rendering of Cascaded Shadow Maps

 

12:10pm

Q&A

 

Advances in Real-Time Rendering in Games: Part II

WEDNESDAY, 8 AUGUST 2:00 PM - 5:15 PM | Los Angeles Convention Center - Room 515AB

 

02:00 pm

Natalya Tatarchuk (Bungie)

Welcome Back!

 

02:05 pm
Martin Mittring
(Epic)

The Technology Behind the “Unreal Engine 4 Elemental demo”

 

03:05 pm

Stephen Hill (Ubisoft) & Dan Baker (Firaxis)

Rock-Solid Shading: Image Stability without Sacrificing Detail

 

04:00 pm

John Edwards (thatgamecompany)

Dynamic Sand Simulation and Rendering in Journey

 

04:20 pm

Emil Persson (Avalanche Studios)

Graphics gems for games: Findings from Avalanche Studios

 

04:50 pm

Game Industry Panel: Advances in Real-Time Graphics and Practical Challenges of Game Development

 

 


 

Scalable High Quality Motion Blur and Ambient Occlusion Scalable High Quality Motion Blur and Ambient Occlusion

Abstract: In this talk, the author will discuss advances and extensions to classic post-processing techniques for Motion Blur and Ambient Occlusion to be featured in an upcoming AAA videogame. The advances allow a dramatic increase in visual quality and reduction in objectionable artifacts while maintaining the performance of previous techniques. In some cases asset authoring costs are also reduced. The resulting techniques are scalable from current generation consoles to DirectX 11® by simply adjusting meaningful parameters. Specifically the presenter will discuss how carefully selecting fall-off functions for Ambient Occlusion and observing the phenomenological characteristics of Motion Blur can lead to substantial reductions in the computational cost of these otherwise expensive effects.

Presenters:

Padraic Hennessy

Affiliation:

Vicarious Visions

Bios:

Padraic Hennessy is a Senior Graphics Engineer at Vicarious Visions, an Activision Blizzard Studio. Over the past five years he has worked on some of Activision’s largest franchises. Padraic is a primary member of the Studio’s Visual Alchemy Team. Works from this team, including the topics being presented, have been published at SIGGRAPH, I3D, HPG, and an upcoming chapter in GPU Pro 4. The team has also worked on AAA franchises such as Doom, Marvel Ultimate Alliance, and Guitar Hero. While graphics is his main focus at the studio he has contributed as a core engine architect, tools engineer, network engineer, and gameplay systems engineer. When not working on developing new graphics techniques Padraic strives to improve artist workflow and help artists understand complex graphics techniques through training seminars. Padraic has his B.S. in Computer Engineering from Binghamton University (2006).

 

Materials:
(Updated September 8th 2012)

PowerPoint Slides (74 MB), PDF Slides (16 MB), Video 1 (21 MB), Video 2 (31 MB)

 

 

 


 

Real-Time Global Illumination and Reflections in Dust 514

Abstract: This talk will present a method for approximating the first bounce of diffuse global illumination, and also obtaining the approximate point hit by a reflection ray. The method is fast enough to be affordable for current console games; it is shipping in Dust 514 by CCP, for the Sony PlayStation 3®. The method works by dividing the scene into layers, and building a height field imposter for each layer. The imposters are updated at runtime, and therefore dynamic changes to lighting, shadowing, and materials are supported. Performance details, quality problems for the method and its use in Dust 514 will be covered, as well as some of improvements possible with a larger rendering budget.

 

Presenters:

Hugh Malan (CCP Games)

 

Bios:

Hugh Malan is a senior graphics programmer working on Dust 514 at CCP, in Newcastle. Previously he worked as graphics lead for Crackdown and MyWorld for Realtime Worlds, and developed the "Realworldz" realtime procedural planet demo for 3Dlabs. Hugh is a graduate of Victoria University and Otago University, New Zealand.

 

Materials:
(Updated August 24th 2012)

PPT Slides (13 MB)

 


Separable Subsurface Scattering and Photorealistic Eyes Rendering

Abstract: In this session, the author will present a technique to simulate subsurface scattering for human skin that runs in a performance similar to a simple bloom shader. Previous real-time approaches simulate it by approximating the non-separable diffusion kernel using a sum of Gaussians, which required several (usually five) 1D convolutions. In this work we decompose the exact 2D diffusion kernel with only two 1D functions. This allows rendering subsurface scattering with only two screen-space convolutions, reducing both time and memory without a decrease in quality. A technique to render ambient subsurface scattering will be also presented.  The author will also show our latest advances in photorealistic eyes rendering, including realistic reflections, view and light rays refraction, caustics, ambient occlusion, eye redness, assets modeling and tear fluid representation.

Presenters:

Jorge Jimenez (Activision Blizzard)

Bios:

Jorge Jimenez is a real-time graphics researcher at Activision Blizzard. He received his PhD degree in real-time graphics from Universidad de Zaragoza (Spain) in 2012. His interests include real-time photorealistic rendering, special effects, and squeezing rendering algorithms to be practical in game environments. He has numerous contributions in books, journals and conferences, including the GPU Pro series, the Game Developer Magazine and the journal Transaction on Graphics. He co-organized the SIGGRAPH 2011 filtering antialiasing course, declaring open war against the jaggies. Some of his key achievements include Jimenez's MLAA, SMAA and the separable subsurface scattering technique.

 

Materials:
(Updated August 24th 2012)

PowerPoint Slides (162 MB)

 

 


Accelerating Rendering Pipelines Using Bidirectional Iterative Reprojection