Game development presentations - a useful reference

Real-time Rendering of Animated Light Fields

We propose an end-to-end solution for presenting movie quality animated graphics to the user while still allowing the sense of presence afforded by free viewpoint head motion. By transforming offline rendered movie content into a novel immersive representation, we display the content in real-time according to the tracked head pose. For each frame, we generate a set of cubemap images per frame (colors and depths) using a sparse set of of cameras placed in the vicinity of the potential viewer locations. The cameras are placed with an optimization process so that the rendered data maximise coverage with minimum redundancy, depending on the lighting environment complexity. We compress the colors and depths separately, introducing an integrated spatial and temporal scheme tailored to high performance on GPUs for Virtual Reality applications. We detail a real-time rendering algorithm using multi-view ray casting and view dependent decompression. Compression rates of 150:1 and greater are demonstrated with quantitative analysis of image reconstruction quality and performance.

Link to publication page: http://www.disneyresearch.com/real-ti...
 
Awesome presentation:

Rendering of Call Of Duty: Infinite Warfare


This lecture presents a technical deep dive into COD:IW renderer and the architectural design process behind it. Numerous topics will be covered: shadows, particle rendering, reflections, refractions, global illumination, volumetric rendering and Forward+ rendering.
This talk will guide you through high level interactions between those core subsystems, their design, as well as unveil some novel optimizations and image quality improvements. Finally, the lecture will show specific approaches to performance scaling, that allow fluid 60hz gameplay at 1080p on current generation consoles. The target audience is rendering engineers as well as technical artists interested in learning about modern methods for 60hz titles.

Click here to view the full presentation in: PDF

Click here to download the full presentation in: PowerPoint
 
Mixed-primary Factorization for Dual-frame Computational Displays
In this work we explore the idea of joint hardware and algorithm design to balance such trade-offs. We introduce a system that uses content-adaptive and compressive factorizations to reproduce colors. Each target frame is factorized into two products of high-resolution monochromatic and low-resolution color images, which then get integrated through temporal or spatial multiplexing. As our framework minimizes the error in colorimetric space, the perceived color rendition is high, and thanks to GPU acceleration, the results are generated in real-time.

http://research.nvidia.com/publication/2017-06_Mixed-primary-Factorization-for
 
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