Advances in Real-Time Rendering in 3D Graphics...
Transcript of Advances in Real-Time Rendering in 3D Graphics...
Advances in Real-Time Rendering in 3D Graphics and Games
Natalya Tatarchuk, AMDSiggraph Course
August 2008
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
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
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
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
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
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
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
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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