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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)

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