Game development presentations - a useful reference

Discussion in 'Rendering Technology and APIs' started by liolio, Sep 16, 2009.

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    #342 Ike Turner, Mar 13, 2017
    Last edited: Mar 14, 2017
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    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...
     
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    Digital dragons Q&A Guerrilla Games technical director
     
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  13. Ike Turner

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    Must see in-depth look at Remedy's Notrhlight rendering engine used in Quantum Beak
     
    #353 Ike Turner, Jul 15, 2017
    Last edited: Jul 16, 2017
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  14. Ike Turner

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    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
     
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  15. Ike Turner

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    SIGGRAPH 2017 Real-Time Live! Trailer


    You can already try out the crazy Unigine 2 SSGI/SSRTGI here
     
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    #356 chris1515, Jul 21, 2017
    Last edited: Jul 21, 2017
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  17. pharma

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    Mixed-primary Factorization for Dual-frame Computational Displays

    http://research.nvidia.com/publication/2017-06_Mixed-primary-Factorization-for
     
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    #359 chris1515, Jul 28, 2017
    Last edited: Jul 28, 2017
  20. AlBran

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    https://research.activision.com/t5/...erials-in-Call-of-Duty-Infinite/ba-p/10337316

     
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