Advances in Real-Time Rendering in 3D Graphics...

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Transcript of Advances in Real-Time Rendering in 3D Graphics...

Page 1: Advances in Real-Time Rendering in 3D Graphics …developer.amd.com/wordpress/media/2013/01/Tatarchuk...State-of-the-Art Real-Time Rendering • Focus on interactive research algorithms
Page 2: Advances in Real-Time Rendering in 3D Graphics …developer.amd.com/wordpress/media/2013/01/Tatarchuk...State-of-the-Art Real-Time Rendering • Focus on interactive research algorithms

Advances in Real-Time Rendering in 3D Graphics and Games

Natalya Tatarchuk, AMDSiggraph Course

August 2008

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Advanced Graphics Research is Happening in Real-Time Now• Explosion of innovative algorithms in the interactive

domain– Advances in real-time graphics research are quickly

integrated into games

– Novel games are driving research directly

• Pioneering algorithms are steeped in real pipeline knowledge – Practicality is important

• researchers

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State-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

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Challenges

• 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 – Fast and general dynamic global illumination

– High quality animation

– Explosion of data

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Topics Covered This Year

• Lighting and Material of Halo 3

• Advanced Virtual Texture Topics

• March of the Froblins: Rendering massive crowds of intelligent and detailed creatures on GPU

• Practical Parallel Rendering with DirectX® 9 and 10

• Using Wavelets with Current and Future Hardware

• Rendering Techniques from StarCraft II

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Lecturers

• Hao Chen, Bungie

• Xinguo Liu, Zhejiang University

• Martin Mittring, Crytek

• Natalya Tatarchuk, AMD

• Christopher Oat, AMD

• Vincent Scheib, Emergent Technologies

• Michael Boulton, Rare

• Dominic Filion, Blizzard Entertainment

• Rob McNaughton, Blizzard Entertainment

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Course Schedule – Part I

830am Introduction (Tatarchuk)

835am Lighting and Material of Halo 3 (Chen)

925am Advanced Virtual Texture Topics (Mittring)

1015 - 1030 am Break

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Course Schedule – Part I

1030 am March of the Froblins: Rendering massive crowds of intelligent and detailed creatures on GPU (Tatarchuk, Oat)

1135 am Practical Parallel Rendering with DirectX® 9 and 10 (Scheib)

1215pm–130 pm Lunch

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Course Schedule – Part II

345pm Using Wavelets with Current and Future Hardware (Boulton)

445pm Rendering Techniques from StarCraft II (Filion, McNaughton)

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