Advances in Real-Time Rendering in 3D Graphics and Games course (I & II) Siggraph 2010 Los Angeles, CA.

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Presentation transcript:

Advances in Real-Time Rendering in 3D Graphics and Games course (I & II) Siggraph 2010 Los Angeles, CA

Introduction: Graphics Feature Development for Games Natalya Tatarchuk Bungie

More Than Pretty Pixels Visual bar for computer games has risen sharply –It’s assumed that a AAA title is going to have outstanding visuals Focus on the whole package –Treat game as a cohesive collection of features –Make smart choices of what to focus on

How Will You Stand Out From The Crowd? Focus on what matters to the end user

How Will You Stand Out From The Crowd? Focus on what matters to the end user –It’s all about player experience! –In the player’s living room!

How Will You Stand Out From The Crowd? Focus on what matters to the end user Use graphics as a story-telling element Graphics is a realization of artistic vision

Games Are a Unique Medium Games are about pixels in motion

Games Are a Unique Medium Games are about pixels in motion Don’t forget about input lag Design and gameplay needs to define what gets exposed to the player

You Don’t Always Know What They’ll Do Players will tend to break whatever constraints you’ve created for your technique –Famous last words: “They’d never wonder into that corner and see this, right? “We’ll never have this many smoke plumes on the screen at once…” “Who knew that he was going to kick himself on the head?!” Robust handling of edge conditions matters

Content longevity and content production efficiency are key Polish == iteration Good IP is alive for ~5 years; great IP – 10+! –This means all assets are likely to be around for just as long –Can’t go through and rework them for big budget titles for every new release It’s All About the Pipeline

What Makes A Technique Successful in Games? Integration with the artist workflow and the engine / tools pipeline 30% : 70%

What Makes A Technique Successful in Games? Integration with the artist workflow and the engine / tools pipeline Does it effect gameplay positively? –Examples: water flow / GI / thousands of lights in a deferred renderer / shadows, and many more…

Not Just About Performance What are the artist controls? How does it deal with other elements in the game? (effects, leaf systems, etc.) Multi-platform support

What Are the Goals for This Course? Bring you the latest techniques from the game development community With focus on practical, pipeline-friendly techniques Share common challenges encountered during game development (wrt graphics techniques) –With the eye toward the future Inspire new research directions!

Advances in Real-Time Rendering in 3D Graphics and Games I 9:00 am Tatarchuk Introduction 9:05 am Ownby, Hall and Hall Rendering techniques in Toy Story 3 9:55 am Einarsson, Martin A Real-Time Radiosity Architecture for Video Games 10:45 am Yang, McKee Real-Time Order Independent Transparency and Indirect Illumination using Direct3D 11 11:30 am Kaplayan CryENGINE 3: Reaching the Speed of Light Wednesday, 28 July | 9:00 AM - 12:15 PM | Room 515 AB

Advances in Real-Time Rendering in 3D Graphics and Games II 2:00 pm Lauritzen Sample Distribution Shadow Maps 2:25 pm Salvi Adaptive Volumetric Shadow Maps 2:55 pm Hable Uncharted 2: Character Lighting and Shading 3:45 pm Kihl Destruction Masking in Frostbite 2 using Volume Distance Fields 4:10 pm Vlachos Water Flow in Portal 2 5:00 pm General Q&A Wednesday, 28 July | 2:00 PM - 5:15 PM | Room 515 AB