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 Rockstar, Ubisoft, EA | Frostbite, NVIDIA, Electric Square,
Sony Santa Monica and Unity Technologies. The course will cover a variety of
topics such as atmospheric rendering in games, multi-resolution ocean
rendering, practical multi-scattering physically-based materials for games,
real-time ray tracing with hybrid engine pipelines, rendering strand-based hair
in real-time in production settings, art-directable wind and vegetation in
games, and improvements for geometry processing with mesh shaders.
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, 29 July 2019 2pm - 5:15pm | Room 408 AB, Los Angeles
Convention Center
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 (Unity Technologies)
Welcome and Introduction
9:10 am
Steve
McAuley (Ubisoft)
A Journey Through Implementing Multiscattering
BRDFs and Area Lights
10:10 am
Anis Benyoub (Unity Technologies)
Leveraging Real-time Ray Tracing To
Build A Hybrid Game Engine
11:10 am
Sebastian
Tafuri (EA | Frostbite)
Strand-based Hair Rendering in Frostbite
11:40 am
Yury Uralsky (NVIDIA)
Mesh Shading: Towards Greater Efficiency Of Geometry Processing
12:10 pm
Natalya
Tatarchuk (Unity Technologies)
Part I Closing Q&A
2:00 pm
Natalya
Tatarchuk (Unity Technologies)
Welcome (And Welcome Back!)
2:05 pm
Sean
Feeley (Sony Santa Monica)
Interactive Wind and Vegetation in 'God Of War'
3:05 pm
Huw
Bowles (Electric Square)
Multi-resolution Ocean Rendering in Crest Ocean System
4:05 pm
Fabian
Bauer (Rockstar)
Creating the Atmospheric World of Red Dead Redemption 2: A Complete and
Integrated Solution
5:05 pm
Natalya
Tatarchuk (Unity Technologies)
Advances 2019 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: Two recent advances in
real-time rendering have been multi-scattering BRDFs for both diffuse and
specular lighting, as well as area lighting. These promise to give enhanced
realism to our games and solve artistic problems that we’ve been facing. However,
implementing research into a game production is never straightforward or easy.
This talk will walk through the initial implementations and the challenges
faced, particularly with combining both the area light and multi-scattering
BRDF research together. Some solutions will be presented, alongside some
remaining open problems.
Bio: Stephen McAuley is a 3D Technical Lead at Ubisoft Montreal on the
Far Cry brand, where he has spearheaded the vision for the graphics engine. He
started in video games in 2006 at Bizarre Creations, shipping games such as Blur and Blood Stone. Moving to Ubisoft in 2011, he started working on Far Cry 3 and has focused on pioneering physically-based lighting and shading, a more data-driven
rendering architecture and overall improvements in visual quality. He is also
passionate about sharing his knowledge with the industry as a whole, running
internal training and conferences, speaking at SIGGRAPH and GDC, and organising the Physically-Based
Shading course at SIGGRAPH on six occasions.
Materials (Updated August
1, 2019): Slides
(PPTX,42 MB)
Abstract: Recent advances in hardware and real-time ray tracing capable-APIs have
made way for new graphics features which enable drastic improvements to the
final frame’s quality. This talk will focus on what to consider when
integrating real-time ray tracing functionality (with existing graphics APIs)
into a production game engine. The session will also delve into implementation
details for real-time ray tracing features and provide lessons learned during
development. The author will then overview several algorithms which take
advantage of real-time ray tracing in a modern rendering pipeline, such as
reflections and stochastic area light shadows. The talk will finish by
providing insight into important optimizations necessary to achieve fast
performance on commodity consumer hardware in a production engine.
Bio: Anis Benyoub is a graphics programmer at Unity
Technologies in the High Definition Render Pipeline team. He is currently
working on extending rendering pipelines for games and real-time applications
to support real-time ray tracing. Anis is passionate about Monte Carlo
integration, physically-based rendering, and real-time
performance (and loves to share his knowledge with the community). Before
Unity, he worked at Pretty Simple Games as a graphics engineer, at Autodesk as
a 3D R&D engineer on 3DStudio Max, and then as a core software engineer on
the Stingray game engine. He holds an M. Sc. in Computer Science from Ecole
Polytechnique de Montréal with a focus in Computer Graphics and M.Eng degrees in Computer Science
from INSA Lyon.
Materials (Updated August
7, 2019): Slides (PDF,10 MB)
Abstract: In this talk we'll present the results of
our research on real-time hair rendering. We will cover the combination of
rendering techniques we're using to get closer to movie-like quality. We will
also present details on the hair shading model we are using and how we have
modified it to better match reference renders in our tests.
Bio: Sebastian Tafuri is senior rendering engineer at Frostbite focusing on image quality
and raytracing. Previously he has worked at Avalanche studios and at
Fraunhofer-Chalmers Centre developing industrial simulation/visualization
tools.
Materials (Updated September
25, 2019): Slides (PPTX,150 MB), Slides (PDF,1.5 MB)
Abstract: Mesh shading is our biggest graphics
pipeline innovation in at least a decade. We have replaced the geometry
pipeline, combining the efficiency of graphics scheduling with the flexibility
of compute cooperative execution to give applications powerful, improved
geometry processing. With this processing model, developers
program to thread groups, where threads work cooperatively, synchronizing and
sharing data. This cooperative power and flexibility is
in contrast to the programming of individual threads in fixed-role shader
stages. Mesh shading also provides tessellation-like amplification, work
spawning, and scheduling. In this talk, we’ll review the motivations for the
improved pipeline model, and how applications can achieve greater geometry
processing efficiency, unlocking fundamentally new use cases.
Bio: Yury Uralsky graduated from the Moscow State Technical University with degrees in
computer science and electrical engineering before starting in the industry as
a game developer. Yury has been with NVIDIA for over
15 years, where he held senior engineering and management positions and worked
on several major GPU designs, including Maxwell, Pascal and Turing
architectures. Yury is currently working on next-generation
graphics hardware in the NVIDIA GPU architecture team. His interests include
real-time rendering, computer architecture, programming models, and machine
learning.
Materials (Updated July 31,
2019): Slides (PPTX,13 MB)
Abstract: The newest 'God of War' has a
robust, interactive wind and vegetation system to support the player's feeling
of controlling a powerful character. In this session, Sony Santa Monica Studio
will share how they developed its features: dynamic and spatially-varying
3D wind simulation, interactive boneless tree and leaf sway, ground vegetation
character interaction with secondary motion, and card clusters (billboard
clouds) for LODs and shadows proxies.
To support this tech, this lecture
will cover various developments such as fast, accurate, texture flood-filling
using mip chains (for uv
seams and matting issues), procedural and sparse 3D flow that supports spatially-varying flow rates, and fractal noise that doesn't
shift when scaled.
Senior Staff Technical Artist Sean
Feeley will take a deep dive into the process of creating these systems, and how
they operate under the hood. He will examine and share the team's wind content
authoring workflow, which was designed to minimize cross-departmental impact.
Lastly, he will review failed features and approaches, and describe potential
next steps for future iterations.
Bio: Sean Feeley is a Senior Staff Technical Artist at Sony Santa Monica Studio on the
team best known for the God of War series,
where he focuses on advancing rendering technology and environment art
workflows. Prior to joining Sony and
transitioning to real-time rendering, he was a technical artist at Pixar across
many disciplines – tools UI and workflow, stereoscopic R&D, vista pipeline,
shading, and digital restoration.
Personal work includes building music visualizers, soapbox racers,
emulators, and webtoys.
Materials (Updated August
7, 2019): Slides
(PPTX, 349 MB)
Speakers: Huw Bowles
Non-speaking contributor: Tom Read-Cutting
Bio:
Huw
Bowles is an R&D Lead at Electric Square, a game development studio
based in Brighton, UK and part of the Keywords group. He performs applied
research alongside production teams, generally focusing on advanced tools and
technologies.
Tom Read-Cutting is an Engineer at Electric
Square, and collaborator on Crest. His professional interests span various
computer science topics including computer graphics, programming language
design and computer systems.
Materials (Updated September
25, 2019): Slides (PPTX,280 MB)
Abstract: The presentation will cover the sky rendering techniques from
Rockstar's Red Dead Redemption 2 game, including cloud/fog rendering,
volumetric effects and the resulting ambient lighting model that represents
indirect lighting from the sky. This suite of technology collectively
represents how the team created a sense of natural atmosphere in the open world
of Red Dead Redemption 2. These techniques were conceived and designed to both
obey the physical properties and laws of light transport but, importantly, also
provide powerful means for directability, allowing
the artists to carefully craft our natural environments to create a strong
sense of atmosphere that always supports and enhances the game’s story,
missions, and mood.
Specifically,
the authors plan to describe a voxelization and raymarching solution towards
scattering and transmittance used for the main viewport, reflection maps and
sky irradiance probe grid. The presentation focus will be on the hierarchy of
techniques that work in concert to create the sense of natural lighting. The
talk will cover the methods used to make these techniques work together,
including how data is shared between systems to arrive at a unified light
scattering solution. Finally, the speakers will provide an overview of
equations and algorithms, describe how artists setup and use their system, explain
discoveries they made and problems encountered while developing this system, as
well as cover some of the optimizations required to make the described system
run smoothly on the constrained hardware available in current generation
consoles
Bios: Fabian Bauer is
a Senior Graphics Programmer at Rockstar North, working on real-time rendering
features for latest Rockstar titles, including volumetric and ambient lighting.
Previously he has worked at Crytek and Dambuster
Studios as part of the Rendering R&D Team.
Materials (Updated July 30,
2019): Slides (PPTX, 232 MB)
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