SIGGRAPH 2010 By Focus
User-Generated Terrain in ModNation Racers
This talk discusses implementation of the terrain system in the PlayStation 3 title ModNation Racers and presents details on how the system's map and brush modules work together to efficiently support user editing of all terrain parameters.
Popular character-lighting techniques in games suffer from inaccuracies with large objects or near-field lighting. This talk present an error-driven approach for dynamic transition between near- and far-field lighting. It also includes a more accurate model for sampling near-field lighting from disks and a flexible reflectance model.
Practical Morphological Anti-Aliasing on the GPU
This real-time method of morphological anti-aliasing on the GPU allows the use of anti-aliasing as a post process, based on a new line-length computation.
Curvature-Dependent Reflectance Function for Rendering Translucent Materials
A method for approximating the effects of subsurface scattering using a curvature-dependent reflectance function. Since the function is a local illumination model, the method synthesizes realistic translucent materials in real time. It can be easily used to stylize subsurface scattering effects.