Course 28SIGGRAPH 2007
San Diego, CA
Course 28SIGGRAPH 2007
San Diego, CA
Advanced RealAdvanced Real--Time Rendering in Time Rendering in 3D Graphics and Games3D Graphics and Games
Convergence of Games and ResearchConvergence of Games and Research• Explosion of innovative algorithms in the interactive
domain– Advances in real-time graphics research
– Ever increasing power of mainstream GPUs
• Games are quickly catching up to research in complexity– Tremendous visual quality improvements
– Novel algorithms driven by game developers push researchers
State-of-the-Art Real-Time RenderingState-of-the-Art Real-Time Rendering
• Focus on interactive research algorithms • Algorithms implemented in several
award-winning games• General, optimized methods• Applicable in a variety of applications
– Game rendering– Scientific visualizations– Offline and cinematic rendering
ChallengesChallenges
• Interactivity and massive worlds require high detail– Complexity grows with each year
• Algorithms must be flexible to be easily adopted on variety of hardware models
• Many unsolved research problems – Detail representation
– High quality animation
TopicsTopics
• Terrain and character rendering– Shading and lighting– Efficient and high quality animation, including facial wrinkles
• Tessellation on GPU• Illustrative rendering• Self-shadowing bump maps • Dynamic object deformation on GPU• Particle dynamics• Real-time ambient occlusion • And many more!...
LecturersLecturers
• Natalya Tatarchuk, AMD• Christopher Oat, AMD• Jason Mitchell, Valve• Chris Green, Valve• Johan Andersson, DICE• Nico Galoppo, UNC• Shanon Drone, Microsoft• Martin Mittring, Crytek
Course Schedule – Morning Course Schedule – Morning
Real-Time Particle System on the GPU in Dynamic Environments (Drone)
835am
Dynamic Deformation Textures (Galoppo) 920am
Break1015 - 1030 am
Surface Detail Maps with Soft Self-Shadowing (Green)
950am
Introduction (Tatarchuk)830am
Course Schedule – Morning Course Schedule – Morning
Tessellation in Viva Piñata (Boulton)1145 am
Lunch1215pm–130 pm
Real-Time Tessellation on GPU (Tatarchuk)1055 am
Simple, Fast Vector Texture Maps on GPU (Green)1030 am
Course Schedule - AfternoonCourse Schedule - Afternoon
Frostbite Rendering Architecture and Case Study: Terrain Rendering (Andersson)
230 pm
Break330 pm-345 pm
Discussion and Q & A (All)520pm
Finding Next GenCryEngine2 (Mittring)425 pm
Real-Time Wrinkles (Oat)345 pm
Interactive Illustrative Rendering in Team Fortress 2 (Mitchell)
145 pm
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