Game development presentations - a useful reference

Abstract:
The sphere tracing algorithm provides a fast and high-quality strategy for visualizing surfaces encoded by signed distance functions (SDFs), which have become a centerpiece in a wide range of visual computing algorithms. In this paper we introduce a sphere tracing algorithm for a completely different class of functions, harmonic functions, opening up a whole new set of possibilities. Harmonic functions are found throughout geometric and visual computing, where they arise naturally as the solution to interpolation problems, and in the physical sciences, where they appear as solutions to the Laplace equation. Our algorithm for harmonic functions is similar in spirit to the sphere tracing algorithm for SDFs: by using a conservative lower bound on the distance to the level set, we can take much larger steps than with naïve ray marching. Our key observation is that for harmonic functions such a bound is given by Harnack's inequality. Unlike Lipschitz bounds used in traditional sphere tracing, this Harnack bound requires only the value of the function at a point—we use this bound to develop a sphere tracing algorithm that can also handle jump discontinuities arising in angle-based harmonic functions. We show how this algorithm can be used to directly visualize smooth surfaces reconstructed from point clouds (via Poisson surface reconstruction) or polygon soup (via generalized winding numbers) without performing linear solves or mesh extraction. We also show how it can be used to render nonplanar polygons (including those with holes), and to visualize key objects from mathematics, including knots, links, spherical harmonics, and Riemann surfaces.
 
Advances in Real-Time Rendering in Games 2024 Slides
  • Neural Light Grid: Modernizing Irradiance Volumes with Machine Learning - Michał Iwanicki (Activision)
  • Seamless Rendering on Mobile: The Magic of Adaptive LOD Pipeline - Shun Cao (Tencent Games)
  • Flexible and Extensible Shader Authoring in Frostbite with Serac - Simon Taylor (EA | Frostbite)
  • Announcing The Call of Duty Open-Source USD Caldera Data Set - Michael Vance (Activision)
  • Variable Rate Shading with Visibility Buffer Rendering - John Hable (Visible Threshold)
  • Shipping Dynamic Global Illumination in Frostbite - Diede Apers (EA | Frostbite)
  • Hemispherical Lighting Insights from the Call of Duty Production Lessons - Thomas Roughton (Activision)
  • Achieving scalable performances for large scale components with CBTs - Anis Benyoub (Intel), Jonathan Dupuy (Intel)
 
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