Talks

Split Second Screen Space

Monday, 26 July | 2:00 PM - 3:30 PM | Room 408 AB
Session Chair: Jerry Edsall, Relic Entertainment
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.

Neil Hutchinson
Black Rock Studio, The Walt Disney Company

Jeremy Moore
Black Rock Studio, The Walt Disney Company

Balor Knight
Black Rock Studio, The Walt Disney Company

Matthew Ritchie
Black Rock Studio, The Walt Disney Company

George Parrish
Black Rock Studio, The Walt Disney Company

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.

Dmitry Andreev
LucasArts

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.

Kenny Mitchell
Black Rock Studio, The Walt Disney Company

Matt Ritchie
Black Rock Studio, The Walt Disney Company

Greg Modern
Black Rock Studio, The Walt Disney Company

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.

Cyril Soler
INRIA Rhone-Alpes

Olivier Hoel
INRIA Rhone-Alpes

Frank Rochet
EDEN GAMES

In the News
SIGGRAPH 2010 Video