Game development presentations - a useful reference

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

  1. Scott_Arm

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  2. MfA

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    It can't ... rendering is a messy business. The only way to make it slim is with trash performance.

    Pre-filter or go home.
     
  3. chris1515

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    http://advances.realtimerendering.com/s2019/index.htm

    The program of advances in realtime rendering conference next monday the 29th july 2019


     
    #463 chris1515, Jul 26, 2019
    Last edited: Jul 26, 2019
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  4. jlippo

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  5. Dictator

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    @JoeJ the one presentation mentions wanting LOD in DXR! :D
     
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  6. jlippo

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    #466 jlippo, Jul 30, 2019
    Last edited: Jul 30, 2019
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  7. chris1515

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  8. chris1515

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    #468 chris1515, Aug 2, 2019
    Last edited: Aug 2, 2019
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  9. MfA

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    They should beg for ray differentials while they are at it, so it can more usefully select them.
     
  10. chris1515

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    Mortal Kombat 11: High Fidelity Cached Sims in RealTime



    via
     
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  12. JoeJ

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    Yeah, i'm surely not the only one requesting this. But how should it look like? I think it's mainly two related questions:

    1. Do we finally want / need continuous LOD?
    I say yes. E.g. the image in one presentatio0n shows a edgy shadow of a distant round object with low tessellation.
    As we approach more realism in lighting, the shadow will be soft and setting LOD just by distance (ignoring shadows or reflections) would be fine.
    But a hard transition between fixed LODs would still cause popping, and with realistic lighting this could become visible in shadows, reflections and GI. Not sure how hard transitions affect denoising as well.
    Further continuous LOD would help to distribute details to screen better. Actually we often see low details close up, but higher detail than necessary in the distance. Static level geometry often has no LOD at all.

    2. Do we want compatibility with Mesh Shaders?
    Curious if this question could be the motivation for NV to support LOD for RT quickly, but not sure if it makes so much sense.
    If we need to store the geometry in main memory anyways to support RT, it might be better to just write our own geometry processing with compute, update in a time sliced manner and use it for both RT and rasterterization, without a need for mesh / tessellation shaders?
    But the approach "mesh shading -> raster and generate BVH automatically" could make sens too. IDK.


    I wonder how far we could get already now on current hardware.
    What i want is to have static BVH, enlarging the bounds so any continuous or hard change of contained triangles is possible without recalculating BVH from scratch.
    This would require a dynamic number of triangles per node, and the ability to disable BVH nodes at the bottom when decreasing LOD.
    FF units for faster BVH generation would not be necessary.
     
  13. chris1515

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  14. chris1515

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    Machine learning and motion synthesis
     
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  15. pharma

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    Vulkan Sessions SIGGRAPH 2019

    Vulkan Raytracing TSG update: Yuriy O'Donnell (Epic Games)
    24:30
    OctaneRender, Light Field Displays, RenderToken Network (RNDR)
    49:10 Jules Urbach (Otoy)
     
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  16. jlippo

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  18. jlippo

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