+ All Categories
Home > Documents > Course 28 SIGGRAPH 2007 - Home - AMD...1145 am Tessellation in Viva Piñata (Boulton) 1215pm –130...

Course 28 SIGGRAPH 2007 - Home - AMD...1145 am Tessellation in Viva Piñata (Boulton) 1215pm –130...

Date post: 02-Feb-2021
Category:
Upload: others
View: 0 times
Download: 0 times
Share this document with a friend
11
Transcript
  • 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

  • Please Fill Out Course Evaluations!Please Fill Out Course Evaluations!

    http://www.siggraph.org/courses_evaluation4 Random Individuals will win an ATI Radeontm HD2900XT


Recommended