SIGGRAPH 2016

Discussion in 'Rendering Technology and APIs' started by Clukos, Jul 21, 2016.

  1. Clukos

    Clukos Bloodborne 2 when?
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  2. Clukos

    Clukos Bloodborne 2 when?
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  3. jlippo

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    Cannot wait to see all the talks from this years course, great stuff.
     
  4. Rodéric

    Rodéric a.k.a. Ingenu
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    Many interesting things planned, will take time to read everything and even longer to "digest" them ;)
     
  5. lanek

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    Yep clearly, and outside "gaming", there's a lot of news and presentation too for VFX, render engines..
     
  6. jlippo

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  7. lanek

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    More CGI, VFX oriented..

    Position-Normal Distributions for Efficient Rendering of Specular Microstructure
    http://cseweb.ucsd.edu/~ravir/glints.pdf

    http://www.digitaltrends.com/computing/researchers-rendered-light-metal-wood-glints/

     
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  8. Infinisearch

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    Just for sake of completeness: http://kesen.realtimerendering.com/sig2016.html

    edit - BTW @sebbbi I saw your tweet about virtual texturing with depth only using volume encoded UV maps... wouldn't that require 3 passes? Would it be worth it?
    edit2 - more over an extra pass. one pass to lay down z, one pass to ascertain the visible portions of the textures, and finally a third pass or a compute shader to shade pixels.
     
    #8 Infinisearch, Jul 31, 2016
    Last edited: Aug 3, 2016
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  9. chris1515

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  10. Clukos

    Clukos Bloodborne 2 when?
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    Volumetric-based Materials presentation available too.
     
  11. chris1515

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    Confirmation TAA in UC4 is combined with sharpen filter and with all system cost probably less than 2ms on PS4... No cost is given for motion vector.
     
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  12. chris1515

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    Impressive work by artist for volumetric based material, all fabrics were done by hands because it take less memory than scanned fabrics.
     
  13. chris1515

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    Good explanation about the problem they had with unoptimised E3 2014 assets
     
    #13 chris1515, Aug 2, 2016
    Last edited: Aug 2, 2016
  14. chris1515

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    Read Doom and two ND presentation great job...
     
  15. pharma

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    http://www.guru3d.com/news-story/video-real-time-cinematography-in-unreal-engine-4.html
     
  16. bdmosky

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  17. fellix

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    There could be a limitation in the graphics engine, simplifying the mapping of the captured data. Off-line methods produce much more convincing results.
     
  18. lanek

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  19. TheAlSpark

    TheAlSpark Moderator
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  20. milk

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    Epic's work on bringing Agregate buffers to UE4 is very interesting and even a bit ambitious. I think that kind of aproach will become very popular eventually.
     
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