


Prior work included authoring FidelityFX shaders like CAS and LPM at AMD, working on Currently focusing on new graphics technology at UnityĪs part of the Graphics Innovation Group. Lottes specializes in GPU algorithms and optimization with aīackground in photography. Integration into a modern physically-based deferred Viewer with some creative thoughts on image processing. Teaching the optimization principles used in its design, and to leave the First part dives into theĭetails and inner workings of AMD's FSR1 scaling algorithm. With diagrams, images, and performance numbers. Super Resolution for Real-Time Game Engines Improved Spatial Upscaling through FidelityFX In Real-time Rendering and Open Problems in Real-Time Rendering at SIGGRAPH, and convincing people to speak there.
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Natalya has been encouraging sharing in the games graphicsĬommunity for several decades, largely by organizing a popular series of Investigating advanced real-time graphics techniques, and graphics hardwareĭesign and APIs. State-of-the-art rendering technology and graphics performance for the UnityĮngine as a Distinguished Technical Fellow and VP, AAAĪnd Graphics Innovation, and, prior to that, led the Graphics team at Unity.īefore that she was a AAA games developer, working on innovativeĬross-platform rendering engine and game graphics for Bungie’s Destinyįranchise, as well the Halo series, such as Halo: ODST and Halo: Reach,Īnd AMD Graphics Products Group where she pushed parallel computing boundaries Xiangshun Bei (Ripple Effect Studios at ElectronicĪ rendering enthusiast at heart, currently focusing on driving the Kyle Hayward (Frostbite at Electronic Arts), Improved Spatial Upscaling through FidelityFX Super Resolution for Real-Time Game EnginesĪ Deep Dive into Nanite Virtualized GeometryĬaching for Real-time Global IlluminationĪndreas Brinck (Ripple Effect Studios at Electronic Advances in Real-Time Rendering in Games: Part I Tuesday, 10 August 2021 9 am - 12 pm PDT | Virtual Conference Practitioners and developers of graphics engines for visualization, games, orĮffects rendering who are interested in interactive rendering.
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Shipping gaming consoles hardware and software capabilities is a plus but not Familiarity with theĬoncepts of programmable shading and shading languages.

Knowledge of modern real-time graphics APIs like DirectX or Vulkan or Metal andĪ solid basis in commonly used graphics algorithms. Syllabus Advances in Real-Time Rendering in Games: Part I Tuesday, 10 August 2021 9 am - 12 pm PDT | Virtual Conference Advances in Real-Time Rendering in Games: Part IIĪugust 2021 9 am - 12 pm PDT | Virtual Conference

Industry or want to learn the latest and greatest techniques in the real-time This is the course to attend if you are in the game development Large geometric complexities in real-time scenarios. Model, improvements for spatial upscaling, and several approaches for handling Illumination, atmospheric rendering and dynamic time of day management,Īdvances in physically-based rendering, novel skylight The topics will cover diverse subjects such as real-time global To the practitioners of real-time rendering in games and other real-time 3DĪpplications. The course will cover a variety of topics relevant Game engines, such as Sucker Punch Productions, Epic Games, Activision, EA | The course includes speakers from the makers of several innovative games and Rendering techniques for fast, interactive rendering of complex and engaging This course brings state-of-the-art and production-proven Rendering pushing the visual boundaries and interactive experience of richĮnvironments. Games employ a variety of sophisticated algorithms to produce groundbreaking 3D
