A presentation with contributions from
NVIDIA, AMD, Microsoft, Google, Valve, Unity, and Oxide Games, topics cover the similarities
and difference between next-gen APIs, like DirectX 12 and Vulkan, and commonly used APIs today.
Course Introduction and Welcome
Next-Generation Graphics APIs: Similarities and Differences
A Whirlwind Tour of Vulkan
Using Next-Generation APIs on Mobile GPUs
Setting up Your Frame: How to Deal With an Asynchronous World
Modern video games employ a variety of sophisticated algorithms to produce ground-breaking 3D rendering pushing the visual boundaries and interactive experience of rich environments.
This course brings state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds of video games.
This year the course includes speakers from the makers of several innovative game companies, such as Bungie, Electronic Arts / Frostbite, Guerrilla Games, Studio Gobo, Remedy,
Ready at Dawn, MediaMolecule, Epic Games, and Ubisoft Entertainment.
Towards Unified and Physically-Based Volumetric Lighting in Frostbite
Stochastic Screen-Space Reflections
The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn
A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering
Sparkly but not too Sparkly! A Stable and Robust Procedural Sparkle Effect
Multi-Scale Global Illumination in Quantum Break
Rendering the Alternate History of The Order: 1886
Learning from Failure: a Survey of Promising, Unconventional and Mostly Abandoned Renderers for ‘Dreams PS4’, a Geometrically Dense, Painterly UGC Game’