Advanced Real-Time Rendering in 3D Graphics and Games
Advanced Real-Time Rendering in 3D Graphics and Games
Advanced Real-Time Rendering in 3D Graphics and Games
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<strong>Advanced</strong> <strong>Real</strong>-<strong>Time</strong> <strong>Render<strong>in</strong>g</strong><br />
<strong>in</strong> <strong>3D</strong> <strong>Graphics</strong> <strong>and</strong> <strong>Games</strong><br />
Course 26<br />
SIGGRAPH 2006<br />
Boston, MA
Convergence of <strong>Games</strong> <strong>and</strong><br />
Research<br />
• Explosion of <strong>in</strong>novative algorithms <strong>in</strong> the <strong>in</strong>teractive<br />
doma<strong>in</strong><br />
– Advances <strong>in</strong> real-time graphics research<br />
– Ever <strong>in</strong>creas<strong>in</strong>g power of ma<strong>in</strong>stream GPUs<br />
• <strong>Games</strong> are quickly catch<strong>in</strong>g up to research <strong>in</strong><br />
complexity<br />
– Tremendous visual quality improvements<br />
– Novel algorithms driven by game developers push<br />
researchers<br />
Advances <strong>in</strong> real-time graphics research <strong>and</strong> the <strong>in</strong>creas<strong>in</strong>g power of ma<strong>in</strong>stream<br />
GPUs has generated an explosion of <strong>in</strong>novative algorithms suitable for render<strong>in</strong>g<br />
complex virtual worlds at <strong>in</strong>teractive rates. This course will focus on the <strong>in</strong>terchange<br />
of ideas from game development <strong>and</strong> graphics research, demonstrat<strong>in</strong>g converg<strong>in</strong>g<br />
algorithms enabl<strong>in</strong>g unprecedented visual quality <strong>in</strong> real-time.<br />
The amaz<strong>in</strong>g power of the latest GPUs has spurred a real osmosis of ideas<br />
between the game developers <strong>and</strong> state-of-the-art graphics research. This course<br />
will present <strong>in</strong>novative real-time algorithms from award-w<strong>in</strong>n<strong>in</strong>g game eng<strong>in</strong>es <strong>and</strong><br />
ground-break<strong>in</strong>g <strong>3D</strong> render<strong>in</strong>g that are push<strong>in</strong>g the visual boundaries <strong>and</strong> <strong>in</strong>teractive<br />
experience of complex virtual worlds.
State-of-the-Art <strong>Real</strong>-<strong>Time</strong><br />
<strong>Render<strong>in</strong>g</strong><br />
• Focus on <strong>in</strong>teractive research algorithms<br />
• Algorithms implemented <strong>in</strong> several award-w<strong>in</strong>n<strong>in</strong>g<br />
games<br />
• General, optimized methods<br />
• Applicable <strong>in</strong> a variety of applications<br />
– Game render<strong>in</strong>g<br />
– Scientific visualizations<br />
– Offl<strong>in</strong>e <strong>and</strong> c<strong>in</strong>ematic render<strong>in</strong>g<br />
This course will <strong>in</strong>clude state-of-the-art real-time render<strong>in</strong>g research as well as<br />
algorithms implemented <strong>in</strong> several award-w<strong>in</strong>n<strong>in</strong>g games <strong>and</strong> will focus on general,<br />
optimized methods applicable <strong>in</strong> variety of applications <strong>in</strong>clud<strong>in</strong>g scientific<br />
visualization, offl<strong>in</strong>e <strong>and</strong> c<strong>in</strong>ematic render<strong>in</strong>g, <strong>and</strong> game render<strong>in</strong>g.
Challenges<br />
• Interactivity <strong>and</strong> massive worlds require high detail<br />
– Complexity grows with each year<br />
• Algorithms must be flexible to be easily adopted on<br />
variety of hardware models<br />
• Many unsolved research problems<br />
– Dynamic global illum<strong>in</strong>ation<br />
– Detail representation
Topics<br />
• Increas<strong>in</strong>g apparent detail <strong>in</strong> <strong>in</strong>teractive environments<br />
– Inverse displacement mapp<strong>in</strong>g on the GPU with parallax occlusion<br />
mapp<strong>in</strong>g<br />
– Out-of-core render<strong>in</strong>g of large datasets<br />
• Environmental effects<br />
– Ra<strong>in</strong> render<strong>in</strong>g <strong>in</strong> city environments<br />
– Volumetric clouds, lightn<strong>in</strong>g<br />
• Translucent biological materials<br />
• S<strong>in</strong>gle scatter<strong>in</strong>g illum<strong>in</strong>ation <strong>and</strong> approximations to global<br />
illum<strong>in</strong>ation<br />
• High dynamic range render<strong>in</strong>g <strong>and</strong> post-process<strong>in</strong>g<br />
effects <strong>in</strong> game eng<strong>in</strong>es<br />
Examples of practical real-time solutions to complex render<strong>in</strong>g problems. Some of<br />
the topics covered will <strong>in</strong>clude <strong>in</strong>teractive <strong>in</strong>verse displacement mapp<strong>in</strong>g on the<br />
GPU with parallax occlusion mapp<strong>in</strong>g; out-of-core render<strong>in</strong>g of large datasets;<br />
efficient foliage render<strong>in</strong>g <strong>in</strong> large virtual worlds; high dynamic range render<strong>in</strong>g<br />
<strong>in</strong>tegration <strong>and</strong> post-process<strong>in</strong>g effects <strong>in</strong> game eng<strong>in</strong>es; s<strong>in</strong>gle scatter<strong>in</strong>g<br />
illum<strong>in</strong>ation <strong>and</strong> global illum<strong>in</strong>ation approximation; realistic ra<strong>in</strong> render<strong>in</strong>g, among<br />
others.
Lecturers<br />
• Natalya Tatarchuk, ATI Research, Inc.,<br />
• Christopher Oat, ATI Research, Inc.,<br />
• Pedro S<strong>and</strong>er, ATI Research, Inc. /<br />
University of Hong Kong<br />
• Jason Mitchell, Valve,<br />
• Alex Evans, Independent Game Developer,<br />
• Carsten Wenzel, Crytek
Course Schedule – Morn<strong>in</strong>g<br />
8 30 am<br />
8 45 am<br />
9 30 am<br />
9 45 am<br />
10 15 -10 30 am<br />
Introduction (Tatarchuk)<br />
Out-of-Core <strong>Render<strong>in</strong>g</strong> of Large Meshes with<br />
Progressive Buffers (S<strong>and</strong>er)<br />
Animated Skybox <strong>Render<strong>in</strong>g</strong> <strong>and</strong> Light<strong>in</strong>g<br />
Techniques (S<strong>and</strong>er)<br />
<strong>Render<strong>in</strong>g</strong> Gooey Materials with Multiple Layers<br />
(Oat)<br />
Break<br />
-8:30 am – Introduction (15 m<strong>in</strong>utes)<br />
-8:45 am - Out-of-Core <strong>Render<strong>in</strong>g</strong> of Large Meshes with Progressive<br />
Buffers (S<strong>and</strong>er) (45 m<strong>in</strong>utes)<br />
-9:30 am - Animated Skybox <strong>Render<strong>in</strong>g</strong> <strong>and</strong> Light<strong>in</strong>g Techniques<br />
(S<strong>and</strong>er) (15 m<strong>in</strong>utes)<br />
-9:45 am - <strong>Render<strong>in</strong>g</strong> Gooey Materials with Multiple Layers (Oat) (30<br />
m<strong>in</strong>utes)<br />
-10:15 am – Break<br />
-10::30 am - Fast Approximations for Global Illum<strong>in</strong>ation on Dynamic<br />
Scenes (Evans) (45 m<strong>in</strong>utes)<br />
-11:15 am - Parallax Occlusion Mapp<strong>in</strong>g for Detailed Surface <strong>Render<strong>in</strong>g</strong><br />
(Tatarchuk) (60 m<strong>in</strong>utes)<br />
-12:15 pm – Lunch
Course Schedule – Morn<strong>in</strong>g<br />
10 30 am<br />
11 15 am<br />
12 15 pm–1 30 pm<br />
Fast Approximations for Global Illum<strong>in</strong>ation on<br />
Dynamic Scenes (Evans)<br />
Parallax Occlusion Mapp<strong>in</strong>g for Detailed Surface<br />
<strong>Render<strong>in</strong>g</strong> (Tatarchuk)<br />
Lunch<br />
-8:30 am – Introduction (15 m<strong>in</strong>utes)<br />
-8:45 am - Out-of-Core <strong>Render<strong>in</strong>g</strong> of Large Meshes with Progressive<br />
Buffers (S<strong>and</strong>er) (45 m<strong>in</strong>utes)<br />
-9:30 am - Animated Skybox <strong>Render<strong>in</strong>g</strong> <strong>and</strong> Light<strong>in</strong>g Techniques<br />
(S<strong>and</strong>er) (15 m<strong>in</strong>utes)<br />
-9:45 am - <strong>Render<strong>in</strong>g</strong> Gooey Materials with Multiple Layers (Oat) (30<br />
m<strong>in</strong>utes)<br />
-10:15 am – Break<br />
-10::30 am - Fast Approximations for Global Illum<strong>in</strong>ation on Dynamic<br />
Scenes (Evans) (45 m<strong>in</strong>utes)<br />
-11:15 am - Parallax Occlusion Mapp<strong>in</strong>g for Detailed Surface <strong>Render<strong>in</strong>g</strong><br />
(Tatarchuk) (60 m<strong>in</strong>utes)<br />
-12:15 pm – Lunch
Course Schedule - Afternoon<br />
1 30 pm<br />
2 15 pm<br />
3 30 pm-3 45 pm<br />
3 45 pm<br />
4 30 pm<br />
5 15 pm<br />
Shad<strong>in</strong>g <strong>in</strong> Valve’s Source Eng<strong>in</strong>e (Mitchell)<br />
Artist-Directable <strong>Real</strong>-<strong>Time</strong> Ra<strong>in</strong> <strong>Render<strong>in</strong>g</strong> <strong>in</strong> City<br />
Environments (Tatarchuk)<br />
Break<br />
Ambient Aperture Light<strong>in</strong>g (Oat)<br />
<strong>Real</strong>-<strong>Time</strong> Atmospheric Effects <strong>in</strong> <strong>Games</strong> (Wenzel)<br />
Discussion <strong>and</strong> Q & A (All)<br />
-1:30 pm - Shad<strong>in</strong>g <strong>in</strong> Valve’s Source Eng<strong>in</strong>e (Mitchell) (45 m<strong>in</strong>utes)<br />
-2:15 pm - Artist-Directable <strong>Real</strong>-<strong>Time</strong> Ra<strong>in</strong> <strong>Render<strong>in</strong>g</strong> <strong>in</strong> City<br />
Environments (Tatarchuk) (75 m<strong>in</strong>utes)<br />
-3:30 pm – 3:45pm Break<br />
-3:45 pm - Ambient Aperture Light<strong>in</strong>g (Oat) (45 m<strong>in</strong>utes)<br />
-4:30 pm - <strong>Real</strong>-time Atmospheric Effects <strong>in</strong> <strong>Games</strong> (Wenzel) (45<br />
m<strong>in</strong>utes)<br />
-5:15 pm - Discussion <strong>and</strong> Q & A (All)