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Advances in Real-Time Rendering, Part I

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Courses

Advances in Real-Time Rendering, Part I

Monday, 31 July, 9:00 am - 12:15 pm, Los Angeles Convention Center, Los Angeles Convention Center - Room 408AB

SPECIAL SESSION - CURATED CONTENT

Modern video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering that pushes the visual boundaries and interactive experience of rich environments. This course presents state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex an engaging virtual worlds.

Level

Intermediate

Prerequisites

Working knowledge of modern real-time graphics APIs like OpenGL or Direct3D and a solid basis in commonly used graphics algorithms. Familiarity with the concepts of programmable shading and shading languages. Familiarity with producing gaming consoles and software capabilities is a plus but not required.

Intended Audience

Technical practitioners and developers of graphics engines for visualization, games, or effects rendering who are interested in interactive rendering. This is the course to attend if you are in the game-development industry or want to learn the latest and greatest techniques in real-time rendering.

Instructor(s)

Natalya Tatarchuk
Unity Technologies

Andrew Shneider
Guerrilla Games

Huw Bowles
Studio Gobo

Peter-Pike Sloan
Activision Blizzard, Inc.

Michal Iwanicki
Activision Blizzard, Inc.

Jorge Jimenez
Activision Blizzard, Inc.