Modern
video games employ a variety of sophisticated algorithms to produce
groundbreaking 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 of video games.
This
year the course includes speakers from the makers of several innovative game
companies, such as Ubisoft, Sledgehammer Games, Activision, NVIDIA, Unity
Technologies, Lucasfilm, and Epic Games. Topics range from
variations on the latest techniques for modern rendering pipelines,
high-quality depth-of-field post processing, advances in material
representation for deferred rendering pipelines, including improvements in
subsurface scattering and PBR material representations, improvements to diffuse
multi-scattering BRDFs, volumetric rendering techniques, using ray tracing
techniques for accurate soft shadows in real-time, and many more.
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!
Monday, 13 August 2018 2pm - 5:15pm | East Building, Ballroom
BC, Vancouver Convention Centre
Working
knowledge of modern real-time graphics APIs like DirectX or Vulkan or Metal 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.
Technical
practitioners and developers of graphics engines for visualization, games, or
effects rendering who are interested in interactive rendering.
9:00 am
Natalya
Tatarchuk
Welcome and introduction
9:10 am
Steve McAuley (Ubisoft)
The challenges of rendering an open world in Far Cry 5
10:10 am
Danny
Chan (Sledgehammer)
Material advances in Call of Duty: WWII
11:10 am
Guillaume
Abadie (Epic Games)
A life of a bokeh
12:10 pm
Closing Q&A
2:00 pm
Natalya Tatarchuk
Welcome (and welcome back!)
2:05 pm
Sebastien
Lagarde (Unity Technologies)
Evgenii Golubev (Unity Technologies)
The road toward unified rendering with Unity’s high
definition rendering pipeline
3:05 pm
Evgenii Golubev (Unity Technologies)
Efficient screen-space subsurface scattering using
Burley’s normalized diffusion in real-time
3:35 pm
Matt
Pharr (NVIDIA)
Real-time rendering’s next frontier: adopting
lessons from offline ray tracing to practical real-time ray tracing pipelines
4:35pm
Stephen
Hill (Lucasfilm) (presenter)
Morgan
McGuire (NVIDIA) (presenter)
Eric Heitz (Unity Technologies) (non-presenting contributor)
Real-time ray tracing of correct* soft shadows (*
without a shadow of a doubt)
5:15 pm
Natalya Tatarchuk
Closing Remarks
Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast at heart. As the VP of
Graphics at Unity Technologies, she is focusing on driving the state-of-the-art
rendering technology and graphics performance for the Unity engine. Previously
she was the Graphics Lead and an Engineering Architect at Bungie, working on
innovative cross-platform rendering engine and game graphics for Bungie’s Destiny franchise, including leading
graphics on the upcoming Destiny 2 title.
Natalya also contributed graphics engineering to the Halo series, such as Halo:
ODST and Halo:Reach. Before moving into game development
full-time, Natalya was a graphics software architect and a lead in the Game
Computing Application Group at AMD Graphics Products Group (Office of the CTO)
where she pushed parallel computing boundaries investigating advanced real-time
graphics techniques. Natalya has been encouraging sharing in the games graphics
community for several decades, largely by organizing a popular series of
courses such as Advances
in Real-time Rendering
and the Open
Problems in Real-Time Rendering at
SIGGRAPH. She has also published papers and articles at various computer
graphics conferences and technical book series, and has presented her work at
graphics and game developer conferences worldwide. Natalya is a member of
multiple industry and hardware advisory boards. She holds an M.S. in Computer
Science from Harvard University with a focus in Computer Graphics and B.A.
degrees in Mathematics and Computer Science from Boston University.
Abstract: Open worlds with dynamic
time of day cycles pose a significant challenge to graphics development. There
are fewer hiding places for the weaknesses and edge cases in our rendering
features, as care has to be taken to ensure features work in all scenarios.
This talk discusses some of the challenges faced on Far Cry 5 developing a water system, a physically-based time of day
cycle and closes by looking at some small techniques to improve the lives of
artists.
Bio: Stephen McAuley is a 3D Technical Lead at
Ubisoft Montreal on the Far Cry
Central Tech team, where he holds the vision for the future of the 3D engine. During
his time at Ubisoft, he has worked on many Far
Cry games, spearheading the switch to physically-based lighting and
shading, working towards a more data-driven rendering architecture, and
focusing on visual quality. Previously, he was a graphics programmer at Bizarre
Creations, shipping games such as Blur and Blood Stone.
Materials (Updated:
September 4h 2018): PPTX
(382 MB), PDF
(17 MB)
Abstract: This session will describe a number of improvements that were made to
the Call of Duty:WWII shaders for lit opaque surfaces. The
authors extended the Diffuse BRDF to model Lambertian
microfacets with multi-scattering. They derived a
simple method to mipmap normal and gloss maps, by
directly correlating gloss to average normal length of a distribution,
bypassing an intermediate representation, like variance. Then cavity maps are auto-generated
for every surface that has a normal map, and the
presentation will also show how the authors handled occlusion and indirect
lighting in cavities represented by these textures. The presenters will
demonstrate how the environment split integral precalculation
can be easily reused for energy conserving diffuse. Finally, they will show how
Rational Functions can be a useful tool to approximate many functions that
can't be represented analytically or efficiently.
Bio: Danny Chan is Principal Software Engineer at
Sledgehammer Games, leading the rendering effort on Call of Duty: Modern Warfare 3, Call
of Duty: Advanced Warfare and Call of
Duty: WWII. Previously, he’s worked at Crystal Dynamics, Naughty Dog (as
Lead Programmer on Crash Team Racing),
EA and Namco.
Materials (Updated: February
5, 2019): PPTX (140MB), PDF (4MB), Course Notes PDF (4MB)
Abstract: Lens of a physical camera have a depth of
field phenomena that has an importance in cinematography to bring focus on
desired subject of a frame. The challenge of real-time depth of field is to
output the highest bokeh quality while remaining
fast. This talk will journey through the step by step implementation of a depth
of field algorithm starting from existing state-of-the-art, and fixing
artifacts one after the other to converge to the final implementation released
in Unreal Engine 4.20. In order to achieve its opposing goals including
scalability across a large variety of hardware, high quality and performance,
the self-contained algorithm blends between:
-
The fast performance of scatter-as-gather approach while efficiently
solving a physically plausible geometric occlusion with large variety of
blurring radii for background, and hole filling for the foreground;
-
The quality of scattered sprites for highlights and deals with all the
complexity implication of combining them plausibly;
-
The details of sub-pixel accuracy of slight out of focus convolution
with the challenges of running with a Temporal Anti-Aliasing from older but
sadly never published algorithm used in Unreal Engine 4.
Bio: Guillaume Abadie is Graphic Programmer at Epic Games, working directly on Unreal Engine
4's renderer, more specifically on post processing. Notably, he implemented
temporal up-sampling & dynamic resolution duo shipping on Fortnite Battle Royal running at 60Hz on
consoles. He also built the compositing of the SIGGRAPH real-time live 2017
awarded The Human Race demo. (twitter: @GuillaumeAbadie).
Materials (Updated:
August 24th 2018): PPTX (150MB)
Abstract: When designing a rendering engine
architecture, one frequently must choose whether to implement a forward or a
deferred renderer, as each choice presents an important number of design
decisions for material and lighting pipelines. Each of the approaches
(forward-, forward-plus, or deferred) has a number of strengths and
deficiencies, widely covered in previous conference presentations from shipping
games’ engines. The features offered by each rendering architecture varies
widely, and often can be content-centric.
When designing the high-definition rendering
pipeline (HDRP) for the Unity engine, the authors desired to leverage the
strengths of each rendering approach, as necessary for various application
contexts (a console game, VR application, etc.). Thus, an important design
constraint for the architecture of HDRP became a unified feature set between
the deferred and forward rendering paths.
This presentation will explain how the team
tackled designing the lighting, material and rendering architecture for the
HDRP with the feature parity design constraint as one of the main pillars. It
will cover the details of the flexible G-buffer layout architecture, explain
the logic behind the taken design choices, and necessary optimizations for
efficient execution on modern console hardware. In addition, the authors will
present advanced developments made in the field of physically-based rendering,
material advances, focusing on the novel BRDF model used for the rendering
pipeline. The talk will also provide a framework for correctly mixing normals with complex material for evaluation at runtime.
Lastly, the architecture and technical details of the physically-based
volumetric lighting approach will be described, along with the necessary
optimizations for fast performance.
Bios: Sébastien Lagarde is a lead graphics programmer at Unity
Technologies where he's driving the architecture of Unity's high definition
rendering pipeline, amongst other projects. Prior to Unity, he has worked on
many game consoles for variety of titles, from small casual games to AAA (Remember Me, Mirror's Edge 2, StarWars Battlefront, among some). Sébastien has
previously worked for Neko Entertainment, Darkworks, Trioviz, Dontnod and Electronic Arts / Frostbite.
Evgenii Golubev, Graphics Programmer in the Unity’s Paris
Graphics team, where he is contributing to Unity’s high definition rendering
pipeline architecture, focusing on physically-based materials and advanced
light transport, making them run efficiently on modern hardware. Previously
worked on the rendering technology at Havok and Microsoft.
Materials (Updated:
August 25th 2018): PDF (14 MB), Book of the Dead HD RP Video,
Automotive HD RP Video,
Volumetrics
in HD RP Video (Slide 134), HD
RP Participating Media Authoring Video (Slide 137), Spotlight
with highly forward-scattering fog GIF (Slide 140)
Abstract: Screen-space subsurface scattering
by Jimenez et al and the multitude of parameterization options developed for
it, such as Gaussian lobe, two Gaussian lobe, SVD, etc.,have
produced impressive results in rendering organic materials and characters.
However, these methods focused primarily on the multi-scattering contribution
rather than the single scattering contribution (aside from simple
approximations via an extra weight for the original diffuse texture.) These
previously introduced techniques rely on a separable Gaussian filter to achieve
fast performance on modern GPUs.
In this talk, the authors build on
the recently introduced Burley normalized diffusion method, bringing this
technique developed for offline rendering pipelines into real-time with a novel
screen-space subsurface scattering method. This method accounts for both multi
and single scattering appearance models. Its parameterization model is simple
and is derived based on the values from real world measurements. The authors
will compare the quality of this approach to the more commonly used
screen-space subsurface scattering techniques and explain the necessary
optimizations required to evaluate its non-separable kernel efficiently in
real-time. This method is used in production and is highly performant on
commodity console hardware, such as Playstation 4 and
Xbox One at 1080p resolution.
Bio: Evgenii Golubev, Graphics Programmer in the Unity’s Paris
Graphics team, where he is contributing to Unity’s high definition rendering
pipeline architecture, focusing on physically-based materials and advanced
light transport, making them run efficiently on modern hardware. Previously
worked on the rendering technology at Havok and Microsoft.
Materials (Updated:
August 25th 2018): PDF
(5MB)
Getting there won't be easy,
however: currently, only a handful of rays can be traced at each pixel, which
requires great care and creativity from the graphics programmer. There are lessons to be learned from offline
rendering, which broadly adopted ray tracing ten years ago. The author will discuss the experience of the
offline pipelines with the technology and highlight a variety of key
innovations that have been developed in that realm that are worth knowing about
for developers adopting real-time ray tracing.
Bio:
Matt Pharr is a Distinguished Research
Scientist at NVIDIA where he works on ray-tracing and real-time rendering. He is the author of the book Physically Based
Rendering for which he and the co-authors were awarded a Scientific and
Technical Academy Award in 2014 for the book's impact on the film industry.
Materials (Updated:
August 24th 2018): PDF
(74 MB)
(* without a shadow of a
doubt)
Abstract: With recent advances in real-time shading techniques, we can now light
physically based materials with complex area light sources. Alas, one critical
challenge remains: accurate area-light shadowing. The arrival of DXR opens the
door to solving this problem via ray tracing, but the correct formulation isn't
obvious and there are several potential pitfalls. For instance, the most
popular strategy consists of tracing rays to points randomly distributed on the
light source and averaging the visibility, but we will show that this is
incorrect and produces visual artifacts. Instead, we propose a definition for
soft shadows that allows us to compute the correct result, along with an
efficient implementation that works with existing analytic area lighting
solutions.
Note:
this talk is an extended presentation of the paper Combining Analytic Direct
Illumination and Stochastic Shadows (presented at I3D) that includes additional
practical details.
Speakers: Stephen Hill (Lucasfilm) and Morgan McGuire (NVIDIA)
Non-speaking
contributor: Eric Heitz (Unity Technologies)
Bios: Stephen Hill is a Senior Rendering Engineer within Lucasfilm’s Advanced Development group, where he is engaged
in physically based rendering R&D for real-time productions such as the Carne y Arena VR installation
experience.
Morgan McGuire is a scientist at NVIDIA, holds
faculty appointments at the University of Waterloo, Williams College, and
McGill University, and has co-authored several books, including The Graphics Codex and Computer Graphics: Principles and Practice.
Eric Heitz is a Research Scientist at
Unity Technologies. His research focuses on physically based rendering
including materials, lighting, sampling, LoDs,
anti-aliasing, etc.
Materials (Updated:
August 27th 2018): PDF
(78MB), Video
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