Game development presentations - a useful reference

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

This talk presents a practical approach to multilayer, physically based surface rendering, specifically optimized for Forward+ rendering pipelines. The presented pipeline allows for the creation of complex surface by decomposing them into different mediums, each represented by a simple BRDF/BSSRDF and a set of simple, physical macro properties such as thickness, scattering, and absorption. The de-scribed model is explained via practical examples of common multilayer materials such as car paint, lacquered wood, ice, and semi-translucent plastics. Finally, the talk describes intrinsic implementation details for achieving a low performance budget for 60 Hz titles as well as supporting multiple rendering modes: opaque, alpha blend, and refractive blend.
 
https://research.activision.com/t5/...5811067cdee3c&uid=121567329&nid=244+289476616

This lecture covers two novel rendering algorithms used in Call of Duty: Infinite Warfare. The first, z-binning, significantly improves the quality and performance of volumetric entity-vs-geometry culling as compared to classic tiled and clustered techniques. The second, conservative proxy culling, utilizes a custom conservative rasterization approach to further improve the quality of culling, significantly improving scenarios with complex occlusion. The lecture presents the design process, the resulting pipeline, and an in-depth implementation of both algorithms on AMD GCN-based GPUs. The target audience is experienced rendering engineers with prior knowledge of tiled or cluster rendering techniques, as well as a basic understanding of GCN intrinsic.
 
Some open realtime rendering presentation are available online

http://openproblems.realtimerendering.com/s2017/02-PhysicallyBasedMaterialWhereAreWe.pptx

Physical based material rendering

http://openproblems.realtimerendering.com/s2017/03-SIGGRAPH2017_ACertainSlantOfLight_Final.pptx


Global illumination presentation


http://openproblems.realtimerendering.com/s2017/04-Future Compute SIGGRAPH 2017.pptx

Another one from EA Seed and a B3D member (@Andrew Lauritzen). It is about the future of rendering and the future of the hardware from a Dev side and improve the compute langage because too much brute force and we can improve rendering with clever algorithm via compute shading.
 
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this would be amazing to have in more games. Though looks CPU intensive. The presentation was long, are their sections where they describe hardware requirements? It's kind of weird that i don't recall the sound to be like that. FF, now I got to check it out. Ahh okay, so not all of Triton shipped with GOW due to RAM budget.
 
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this would be amazing to have in more games. Though looks CPU intensive. The presentation was long, are their sections where they describe hardware requirements? It's kind of weird that i don't recall the sound to be like that. FF, now I got to check it out. Ahh okay, so not all of Triton shipped with GOW due to RAM budget.
There's also Steam Audio:

https://valvesoftware.github.io/steam-audio/

Has plugins for both Unity and UE4.
 

Brigade next year is going to be awesome.

And for those who hate Unity for performance reasons I think you'll like this:

Talks about their move to a data oriented paradigm, the jobs system and the new C# compiler.
 
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