Anyone knows when will be presentations available? Soon after Siggraph or months later?
I'm assuming there must be one or two from the B3D community attending this year. Is there anything in particular that has been of particular interest to you?
Crytek ones will be available next week on there site if im not mistaken
thiago said so on twitter.
I saw the LBP and some of the Crytek talk (there are just too many things running in parallel to see everything). The LBP was interesting in it's use of voxels for computing lighting.I'm sure the post-AA one is on everyone's mind.
I'd be interested in the following (off the top of my head... I can't recall everything):
http://www.siggraph.org/s2011/content/advances-real-time-rendering-games-part-i-0
http://www.siggraph.org/s2011/content/advances-real-time-rendering-games-part-2-0
That was sent up a bit in one of the talks at HPG.Some of the courses have said presentations will be posted in a few days.
I've found it interesting that there are a number of voxel techniques, though non claiming "unlimited detail".
Cars 2 and Crysis, IIRC. I was surprised that the errors weren't noticeable.Something that surprised me is two games said they're using screen space techniques for stereo 3d rendering. I hadn't expected that approach, but they seem to be happy with the quality and really happy with the performance.
Ahh,, the stuff that interests me is probably quite dull (sampling, filtering, HOS methods, more compat triangle representations).Simon, is there anything that caught your attention?
I didn't expect that!
Oh BTW there are a few papers on procedural generation of models... including arranging rooms/furniture and auto selection of models.
Links or it didn't happen
I'm pretty sure it's the same paper as the one in Hugues Hoppes page for free.There's interesting paper about AntiAliasing Recovery on page 62, but its also payable ;\
Since nobody's done so yet, it falls on me to add the obligatory "Nobody expects the Spanish Inquisition!" response.I didn't expect that!
One of the coolest things I saw was the "trillion fps" camera. Basically, it's fast enough that you can watch light propagate through a scene (2ps "shutter" time). Pretty neat but I don't imagine too many practical uses.
One large field of application for this thing would be observing certain chemical reactions in "real-time".One of the coolest things I saw was the "trillion fps" camera. Basically, it's fast enough that you can watch light propagate through a scene (2ps "shutter" time). Pretty neat but I don't imagine too many practical uses.
At the poster session that camera was combined with a system that allowed you to see around corners.... using diffuse reflection!One large field of application for this thing would be observing certain chemical reactions in "real-time".