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 games and game engines, such as Guerrilla Games,
Unity Technologies, Epic Games, and Reality Research Labs. The course will
cover a variety of topics relevant to the practitioners of real-time rendering
in games and other real-time 3D applications. The topics will cover diverse
subjects such as real-time global illumination, volumetric clouds for realistic
skies rendering, water systems and water rendering, hair simulation and
rendering, ray and path tracing in real-time, and real-time Catmull-Clark
subdivision techniques, amongst some.
This
is the course to attend if you are in the game development industry or want to
learn the latest and greatest techniques in the real-time rendering domain!
Note: All
parts of the Advances will be recorded, whether virtual or live, pending
speaker permissions, and they will be posted on SIGGRAPH’s virtual on-demand
program until EOM October, and then on the Advances in
Real-Time Rendering YouTube channel
Prerequisites:
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.
Intended Audience
Technical
practitioners and developers of graphics engines for visualization, games, or
effects rendering who are interested in interactive rendering.
Welcome and Introduction
Natalya Tatarchuk
(Unity Technologies)
Bisection Based Triangulation of
Catmull Clark Subdivision
Jonathan Dupuy (Unity Technologies)
Thomas Deliot (Unity Technologies)
Lumen:
Real-time Global Illumination in Unreal Engine 5
Daniel
Wright (Epic Games)
Krzysztof
Narkowicz (Epic Games)
Patrick Kelly (Epic Games)
Ray
Tracing Open Worlds in Unreal Engine 5
Aleksander Netzel (Epic Games)
Tiago Costa (Epic Games)
Closing Notes
Natalya Tatarchuk (Unity
Technologies)
10:45am
Welcome and Introduction
Natalya Tatarchuk
(Unity Technologies)
10:55am
Nubis, Evolved: Real-Time Volumetric Clouds for Skies,
Environments, and VFX
Andrew Schneider (Guerrilla Games)
12:10pm
Closing Notes
Natalya Tatarchuk (Unity Technologies)
2:15pm
Welcome and Introduction
Natalya Tatarchuk
(Unity Technologies)
2:20pm
Probe-based lighting, strand-based hair system, and physical
hair shading in Unity’s ‘Enemies’
Francesco
Cifariello Ciardi (Unity Technologies),
Lasse
Jon Fuglsang Pedersen (Unity Technologies),
John Parsaie (Unity
Technologies)
3:25pm
Real-time Cluster Path Tracing for Remote Rendering
Feng Xie (Reality Labs Research)
4:20pm
Rendering Water in Horizon Forbidden West
Hugh Malan (Guerrilla Games)
5:10pm
Closing Notes
Natalya Tatarchuk (Unity
Technologies)
Course Organizer
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Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast
at heart, currently focusing on driving the state-of-the-art rendering
technology and graphics performance for the Unity engine as a Distinguished
Technical Fellow and Chief Architect, VP, Professional Artistry and RT3D
Graphics Innovation, and, prior to that, led the Graphics team at Unity.
Before that she was a AAA games developer, working on innovative
cross-platform rendering engine and game graphics for Bungie’s Destiny franchise,
as well the Halo series, such as Halo: ODST and Halo: Reach, and AMD Graphics
Products Group where she pushed parallel computing boundaries investigating
advanced real-time graphics techniques, and graphics hardware design and
APIs. 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, Open
Problems in Real-Time Rendering and Rendering Engine
Architecture at SIGGRAPH, and convincing people to speak there. It seems
to be working. |
Abstract: Concurrent binary trees are a recent GPU-friendly data-structure suitable for generating bisection-based terrain tessellations, i.e., adaptive triangulations over square domains. In this talk, we introduce simple mappings and algorithms that bring such adaptive triangulations to Catmull-Clark subdivision surfaces. Our resulting implementation is straightforward and allows us to render densely triangulated subdivision surfaces in a few milliseconds on a modern GPU. We showcase production scenes rendered in real time within the Unity game engine thanks to our method.
Speaker Bios:
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Jonathan Dupuy is a senior research scientist
working at Unity Technologies. His research interests are primarily oriented
towards high quality real-time rendering. This encompasses a wide range of
topics including antialiasing, level-of-detail, analytic models for both
materials and lighting, and GPU/parallel programming. |
|
Thomas Deliot is a senior research engineer
working at Unity Technologies. His work focuses on computer graphics topics
and improving real-time rendering of 3D content, by bringing new papers into
rendering engines and bridging the gap from research to production. This
includes GPU/parallel programming, post-processing, level-of-detail,
materials, lighting and machine learning. |
Materials (Updated 9/19/2022): PPTX (57MB), Paper (1MB)
Abstract: Lumen is Unreal Engine 5’s fully dynamic global illumination and reflection system, scaling from next generation console games to high-end PC visualizations. This talk will dive into how Lumen works, from software ray tracing with signed distance fields, to virtualized surface caching, hardware ray tracing, final gathering, and reflections. We’ll also show how Lumen solved indirect lighting in a large-scale procedural city in ‘The Matrix Awakens’, including an emissive-only night mode.
Speaker Bios:
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Daniel Wright is an Engineering Fellow in graphics at Epic
Games, and Technical Director of the Lumen dynamic global illumination
and reflections system in Unreal Engine 5. Prior to that, he
developed lighting and shadowing techniques for Unreal Engine 3 and 4
which shipped in Gears of War, Fortnite and a multitude
of games licensing Unreal Engine technology.
Daniel's main passion is real-time Global Illumination. |
|
Krzysztof Narkowicz is a Technical Director in
graphics at Epic Games. Krzysztof worked on rendering architecture, virtual
production, shadows and lighting before co-founding the Lumen initiative.
Prior to that, he spent almost a decade working on smaller game titles at 11
Bit Studios and Flying Wild Hog. Outside of work, he may be known for his
Shadertoy shaders. He loves working with artists, pretty pixels, and coding
“close to the metal”. |
|
Patrick Kelly is
a Senior Rendering Programmer at Epic Games. Patrick is most closely
associated with the real-time ray tracing technology in Unreal Engine and has
contributed to numerous demos along with ray tracing in Fortnite. Before
arriving at Epic, he spent nearly a decade in production rendering at studios
such as DreamWorks Animation, Weta Digital, and Walt Disney Animation
Studios. |
Materials (Updated 9/19/2022): PPTX (257 MB), PDF (26 MB)
Abstract: In this talk, we will describe some of the techniques used in Unreal Engine 5 to support ray tracing in large open worlds, based on the development of "The Matrix Awakens: An Unreal Engine 5 Experience". We will focus on how we build a ray tracing scene representation of a world containing over 1.5M instances, and cover topics such as inline ray tracing and ray traversal optimization.
Speaker Bios:
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Aleksander Netzel is a Senior Rendering
Programmer at Epic Games, working on ray tracing. Previously he has worked at
Apple and Rockstar as a Graphics Engineer. |
|
Tiago Costa is
a Senior Rendering Programmer at Epic Games, working on ray tracing and
rendering features. Previously he has worked at Rockstar North, Apple and
Facebook Reality Labs. |
Materials (Updated 9/19/2022): PPTX (156
MB)
Abstract: Real-Time
volumetric clouds in games have seen broadening adoption over the past several
years. Many of the new applications use systems based on or similar to our
approach, Nubis,
which was introduced in 2015 in the Advances in Real-Time Rendering course.
Nubis could produce a variety of cloud types in various lighting conditions for
use in dynamic volumetric skyboxes that could render in under two milliseconds
on the PlayStation 4 for the game, Horizon Zero Dawn. With the arrival of the
new PlayStation 5 hardware and the sequel title, Horizon Forbidden West, we
were able to push Nubis further into the game experience. In addition to
improving our rendering approach for volumetric cloudscapes for use in skies,
we started to use volumetric clouds to create environments such as clouds that
the player could fly through. Additionally, we began to use them as VFX
elements such as fast spinning superstorms with internal lighting flashes. In
order to extend Nubis in these directions, several open problems in real-time
volumetric cloud rendering had to be mitigated or solved. Rendering cloud
environments up close, especially flying through them, can easily become
computationally expensive. We will present a new cloud modeling and rendering
approach that delivers performant and detailed results at 1080p resolution
without the use of temporal upscaling. VisualFX are often synonymous with speed
and lighting effects – two things that temporally upscaled clouds on a budget
cannot do easily. We will present a way to mitigate temporal artifacts in
fast-moving clouds and a near zero cost method to add internal lighting effects
to clouds. Finally, we will explain how these three approaches are integrated
and unified into the new Nubis Cloud System. As a bonus, we will offer a look
at some future work.
Speaker Bio:
|
Andrew Schneider is a Principal VFX Artist at Guerrilla in
Amsterdam. He spends his time developing the tools and technology behind the
Nubis real-time volumetric cloud system for the Horizon Franchise Games. Previously, he worked as a Senior FX Technical
Director at Blue Sky Studios, where he developed the volumetrics and clouds
pipelines for the Rio and Ice Age animated movies. His interests include visual effects,
simulation, lighting, and volumetrics - but specifically how to engineer
realistic and efficient solutions for these disciplines. He has previously
given 5 Talks at SIGGRAPH from 2011 to 2017, one talk at Eurographics 2018,
one GDC talk in 2022, and published a chapter about rendering real-time
volumetric clouds for games in GPU Pro 7.
|
Materials (Updated 11/7/2022): PDF (48MB), Full
presentation (1.4GB)
Note: The Slides contain corrections and bonus material that were added
after presentation day.
Abstract: Enemies is the latest real-time short film produced by the Unity Demo Team. This talk will cover some of the key engine improvements informed by and built alongside the production and used to help realize the real-time film. We will discuss the choices made in building the adaptive probe-based system that powers the indirect diffuse lighting of the film’s detailed environment and character. Further, we will present the scalable strand-based hair system that is responsible for driving the tens of thousands of individual strands on the digital human. We will conclude in sharing our advances on physically based hair shading, where improvements in multiple scattering and area light support were made.
Bios:
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Francesco Cifariello Ciardi is a Senior Graphics Engineer at Unity Technologies working on
the HDRP team. His work spans a wide range of topics, including
post-processing to lighting. Prior to Unity, he worked at Rare Ltd. where he
owned the VFX and Lighting pipelines for Sea of Thieves. He
received his Master's Degree from University College London with a thesis
focused on Real-time Rendering of Human Skin. |
|
Lasse Jon Fuglsang Pedersen is a Senior Software Engineer at
Unity Technologies and a member of the Unity Demo Team, where he helps
identify and advance what is possible in a real-time context through
production. His most recent work includes the strand-based hair system that
is now featured and responsible for the simulated hair in
"Enemies". Previously, he worked on the technical realization of
the digital human face in "The Heretic",
including the developer-facing release of that work. Prior to joining Unity,
Lasse was at Playdead, where he helped build LIMBO for iOS, and the
critically acclaimed INSIDE. He holds a Master's Degree in Computer Science
from the University of Copenhagen. |
|
John Parsaie is a Senior Graphics Engineer at
Unity and has been contributing to Unity's rendering architecture since 2016.
His interests lie chiefly in physically-based materials, parallel algorithms,
and cinematic rendering. Broadly speaking, John is passionate about any
problem that reconciles our observations of the natural world with modern
hardware constraints. Most recently, he has been helping to improve Unity's
digital character rendering capabilities. |
Materials (Updated 9/19/2022): PPTX (302 MB), PDF (43 MB), Enemies Demo Video, Lion demo video
Abstract: High-fidelity photorealistic rendering effects are commonplace
in film rendering. At the same time, while we see many advances in this domain
in real-time rendering in games and other 3D real-time applications; most of
the real-time rendering still uses rasterization-based approaches to deliver
rich visual experiences. Yet recent advances in computing hardware have seen
increased application of real-time ray tracing in games and other real-time
graphics applications, including hybrid rasterization rendering pipelines.
In this talk, we present the design choices for the
architecture and implementation of the first production quality real-time
cluster-based path tracing renderer that supports dynamic digital human
characters with curve-based hair and path traced anisotropic sub-surface
scattering for skin. We build our cluster path tracing system using the
open-source Blender and its GPU-accelerated production quality renderer Cycles.
Our system's rendering performance and quality scales linearly with the number
of RTX GPUs and cluster nodes used. It can generate and deliver path traced
images with global illumination effects to remote light-weight client systems
at 15-30 frames per second for a variety of Blender scenes including virtual
objects and animated digital human characters. In addition to design choices of
path distribution and efficient support for dynamic geometry and BVH update on
many GPUs, we will also discuss pragmatic considerations for designing and
implementing remote cloud rendering systems for virtual reality and other real
time graphics applications.
Speaker Bio:
|
Feng Xie is a research scientist at Reality Labs where she
leads cloud-based photorealistic rendering of digital humans for VR and AR.
Before Reality Labs, Feng was a senior principal engineer at
PDI/DreamWorks where she worked on production rendering and shading systems. Feng
has credits on over 22 DreamWorks animation films and has presented her work
at numerous SIGGRAPH and Eurographics conferences. After working in CG film
production rendering for 16 years, Feng completed her PhD dissertation in
physically based rendering with Professor Pat Hanrahan at Stanford
University. |
Materials (Updated 3/4/2023): PDF (23 MB)
Abstract: In this talk we describe some of the techniques used to render the water in Horizon Forbidden West, focusing on the breaking waves. We'll cover how Houdini sims were processed into localized water surface deformations, how the localized deformations were assembled into wavefronts, and the tools we built for the artists to control their shape and animation. In addition, we'll talk about a few of the features that contributed the most to the quality.
Speaker Bio:
|
Hugh Malan is a Senior Principal Programmer working at
Guerrilla, in Amsterdam. He led the development of the water for Horizon
Forbidden West, and the indirect lighting for Horizon Zero Dawn.
Prior to that he worked on graphics for Dust 514 for CCP, and Crackdown
for Realtime Worlds. Hugh is a graduate of Victoria
University and Otago University, New Zealand. |
Materials (Updated 9/19/2022): PPTX (442 MB), PDF (4 MB)
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