Advances in Real-Time Rendering in 3D Graphics and Games: Part 2
3:45 - 5:30 pm
Room 403 AB
Theme: SIGGRAPH Core
Advances in real-time graphics research and the increasing power of mainstream GPUs have generated an explosion of innovative algorithms suitable for rendering complex virtual worlds at interactive rates. Every year, the latest video games display a vast variety of increasingly sophisticated algorithms that enable ground-breaking 3D rendering, push visual boundaries and expand the interactive experience of rich environments.
This course covers a series of topics on the best practices and techniques prevalent in state-of-the-art rendering in several award-winning games and describes innovative and practical 3D rendering research that will be found in the games of tomorrow. The course features examples recently shipped games by Crytek, Rare, and Bungie and upcoming titles from Blizzard Entertainment and MediaMolecule, as well as graphics research from AMD's Game Computing Applications Group.
Working knowledge of a modern real-time graphics APIs like OpenGL or Direct3D, a solid basic understanding of commonly used graphics algorithms, and familiarity with the concepts of programmable shading and shading languages.
Natalya Tatarchuk is a graphics software architect and project lead in the Game Computing Application Group at AMD Graphics Products Group (Office of the CTO), which investigates innovative real-time graphics techniques. In the past, she has led ATI's demo team in creation of state-of-the-art interactive renderings and the tools group at ATI Research. Prior to that, she worked on 3D modeling software and scientific and financial visualization, among other projects. She has published papers and articles in various computer graphics conferences and technical book series, and has presented her work at graphics and game developer conferences worldwide.
Christopher Oat is a member of AMD's Game Computing Applications Group (Office of the CTO), where he is a technical project lead working on state-of-the art demos. In this role, he focuses on development of advanced rendering techniques for the latest graphics platforms. He has published his work in various books and journals and has presented his work at graphics and game developer conferences around the world.
Alex Evans beagn his games career making tea and writing software renderers for Bullfrog Productions. After graduating from Cambridge University, he joined Lionhead Studios, where we worked on the 3D engine of the acclaimed game Black & White. His R&D work, spurred by the advent of programmable GPUs, dovetailed with a long-standing interest in the intersection of art, games, visuals, and music. As Bluespoon, he has toured the world creating real-time graphics for shows with artists such as Aphex Twin, Squarepusher, Plaid, and the London Sinfonietta. In 2006, he founded MediaMolecule with several like-minded friends, to bring "creative gaming" to life on PlayStation3. The result is the much anticipated game: LittleBigPlanet.
Hao Chen is the graphics architect and one of the engineering leads for Bungie Studio, where he currently heads research and development of Bungie's next-generation graphics engine. He was the graphics engineering lead for Halo3. Prior to that, he worked on numerous game titles for Microsoft and Bungie on the Xbox and PC platforms, including Outwars, AMPED1, AMPED2, and Halo2.
Michael Boulton has worked at Rare/MGS for over five years and is currently a senior software engineer. He wrote the graphics engine for Viva Piñata on the Xbox360 and has given previous presentations at both GDC and ACM SIGGRAPH. Currently, he develops technology for current and future hardware in the shared technology department at Rare/MGS.
Martin Mittring, a software engineer and member of the R&D staff at Crytek, used text-based computers for his early experiments, which led to a passion for computer technology and graphics in particular. He studied computer science and worked in one other German games company before he joined Crytek. During the development of Far Cry, he improved Crytek's Polybump tools and became lead network programmer for that game, and eventually his passion for graphics led him back to his earlier work. He is now lead graphics programmer Crytek's R&D department, where he is working on the next iteration of the engine and continually pushing future PC and next-generation console technologies.