SIGGRAPH 2010 By Focus
Screen Space Classification for Efficient Deferred Shading
This talk introduces a general, extendible method for screen classification and demonstrates how its use accelerated shadowing, lighting, and post processing in Disney's Split/Second video game.
How to Get From 30 to 60 Frames Per Second in Video Games for "Free"
A novel technique for video games that combines the best of both high-quality rendering at 30 frames per second and the natural motion of objects refreshing at 60 frames per second with very minimal memory and performance overhead.
Split-Second Motion Blur
A real-time method for high-quality motion blur, which is critical to delivering a sense of speed in video games. The method combines tightly tuned image and texture-space sampling techniques to yield an effective general-purpose algorithm.
A Deferred-Shading Pipeline for Real-Time Indirect Illumination
This work presents a screen-space technique for computing approximate indirect illumination in real time that is suitable for video games.