Game development presentations - a useful reference

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

  1. Alessio1989

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    I honestly don't like the idea of training from a photo set of dubious quality cameras without separating and treating white point. They should have used raw data sets from homogeneous CMOS sources and settings. But yes, such approaches could be used offline by artist content creation pipelines to get less awful effects.
     
  2. JoeJ

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    They did something like that as well, see here: https://intel-isl.github.io/PhotorealismEnhancement/

    But to me this looks less realistic again. CG is always too perfect. The more imperfection we add, the more realistic, somehow.
    Ofc. that's subjective, so i wonder if ML will allow more customization to personal preferences as well sometime...
     
  3. Frenetic Pony

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    I don't see this stuff as producing photorealistic graphics, it's just reshade++, IE with smarts, the parameters for "photorealism" are way too huge for a realtime neural net. But there are neat things that you can do with it, there's a ton of "style transfer" networks that are trained on non realistic art styles. I can see that stuff being really cool for certain art styles. Trying to figure out how to render abstract art or a van goph painting or whatever "properly" seems an absolute pain. Just being to render the basic stuff normally, and then throwing a realtime neural net on top of it to make it look like Spongebob or directly out of a Studio Ghibli film, seems right up the alley for this.

    Link: https://medium.com/tensorflow/neura...ing-tf-keras-and-eager-execution-7d541ac31398

     
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  4. manux

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    RTXDI presentation

     
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  5. chris1515

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  6. chris1515

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    https://schedule.gdconf.com/session/marvels-spider-man-miles-morales-a-technical-postmortem/878267

    A Spiderman MM post mortem at GDC 2021 in July

    https://schedule.gdconf.com/session/a-deep-dive-into-frostbites-hair-rendering-tech/878214

    A frosbite hair rendering deep dive

    https://schedule.gdconf.com/session...-fog-geometry-lighting-in-demons-souls/878999

    Geometry and lighing in Demon's souls
    Tons of good session

    https://schedule.gdconf.com/sessions

    https://schedule.gdconf.com/session...-procedural-grass-in-ghost-of-tsushima/879611

    https://schedule.gdconf.com/session...d-war-a-scalable-approach-to-shadowing/879688

    https://schedule.gdconf.com/session/character-technology-of-the-last-of-us-part-ii/878264

    MAny others good presentation and I forget many others need to do another pass.

    https://schedule.gdconf.com/session...musical-storytelling-in-cyberpunk-2077/878351

    https://schedule.gdconf.com/session/emotional-systemic-facial-of-last-of-us-part-ii/878196

    https://schedule.gdconf.com/session...e-techniques-in-the-last-of-us-part-ii/878333

    https://schedule.gdconf.com/session...-reinforcement-learning-for-navigation/879035

    https://schedule.gdconf.com/session...imation-generation-for-expressive-npcs/880503

    https://schedule.gdconf.com/session...nd-game-balancing-with-project-chimera/879273

    https://schedule.gdconf.com/session...to-3d-rotations-for-non-mathematicians/879197

    EDIT:
    https://schedule.gdconf.com/session/rope-simulation-in-uncharted-4-and-the-last-of-us-2/878186

    https://schedule.gdconf.com/session/the-art-of-ori-and-the-will-of-the-wisps/878256

    Loading on Ghost of Tsushima are incredible on PS4
    https://schedule.gdconf.com/session/zen-of-streaming-building-and-loading-ghost-of-tsushima/878191

    https://schedule.gdconf.com/session...the-ground-the-terrain-of-call-of-duty/879628

     
    #726 chris1515, May 17, 2021
    Last edited: May 18, 2021
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  7. chris1515

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    Pretty good
     
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  8. chris1515

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  9. chris1515

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  10. pharma

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  11. chris1515

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  12. chris1515

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    https://momentsingraphics.de/Siggraph2021.html

    BRDF importance sampling for polygonal lights

     
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  13. chris1515

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  14. Frenetic Pony

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    Motion matching is definitely neat. In the back of my head I'm wondering if one can author a collection of hand animated sequences and use a motion matching graph/ai generated graph to pick and blend between them; so you get the same production benefits of not having to hand craft a bunch of transitions, but now you get the control and art style of hand authored cycles as well.
     
  15. jlippo

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  16. pharma

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  19. DegustatoR

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  20. Dictator

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    I think it makes some really nice in-roads in those areas of the image at 1spp where the path trace + restir merely returns dark + salt and pepper. Or even DDGI for that matter.

    [​IMG]
    [​IMG]
     
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