Courses | SIGGRAPH 2010

Post » Wed Dec 30, 2009 8:21 pm

I have the Crytek appearances in Caps Lock for easier viewing. Unfortunately there is no BBCode so i cant highlight it. Is anybody planning on going?

Advances in Real-Time Rendering in 3D Graphics and Games I
Wednesday, 28 July | 9:00 AM - 12:15 PM | Room 515 AB
IntermediateAdvances in real-time graphics research and the ever-increasing power of mainstream GPUs and consoles continue to generate an explosion of innovative algorithms for fast, interactive rendering of complex and engaging virtual worlds. Every year, the latest video games display a vast new variety of sophisticated algorithms for ground-breaking 3D rendering that pushes the visual boundaries and interactive experience of rich environments.

This course is designed to encourage cross-pollination of knowledge for future games and other interactive applications. As the next installment in the now-established series of SIGGRAPH Courses on real-time rendering, it focuses on the best of graphics practices and research from the game-development community, and provides practical and production-proven algorithms. Course instructors include designers and producers from the makers of several award-winning games: Bungie, Naughty Dog, Crytek, DICE, AMD, Rockstar, and others. Topics include many advanced production secrets in addition to practical advice for implementing advanced techniques. Attendees will acquire several highly optimized algorithms in various areas of real-time rendering.

COURSE SCHEDULE

9 am
Introduction: Current Trends and Future Challenges in Real-Time Rendering for Games
Tatarchuk

9:05 am
Rendering Techniques in Toy Story 3
Ownby, Hall and Hall

9:55 am
A Real-Time Radiosity Architecture for Video Games
Einarsson and Martin

10:45 am
Real-Time Order Independent Transparency and Indirect Illumination Using Direct3D 11
Yang and McKee

11:30 am
CRYENGINE 3: REACHING THE SPEED OF LIGHT
KAPLAYAN

Prerequisites
Working knowledge of modern real-time graphics APIs like OpenGL or Direct3D, basic understanding of commonly used graphics algorithms, and familiarity with the concepts of programmable shading and shading languages.Intended Audience
Technical practitioners and developers of graphics engines for visualization, games, or effects rendering who are interested in interactive rendering. Instructor(s)
Natalya Tatarchuk
Bungie LLC

Hao Chen
Bungie LLC

Alex Vlachos
Valve

Andrew Lauritzen
Intel Corporation

Marco Salvi
Intel Corporation

John Paul Ownby
Avalanche Software

Chris Hall
Disney Interactive

Rob Hall
Disney Interactive Avalanche Studio

Per Einarsson
EA DICE

Robert Kihl
DICE

Sam Martin
Geometrics

John Hable
Naughty Dog

ANTON KAPLAYAN
CRYTEK

Jay McKee
Advanced Micro Devices, Inc.

Global Illumination Across Industries
Thursday, 29 July | 2:00 PM - 5:15 PM | Room 502 A
IntermediateGlobal-illumination (GI) computation has been the subject of intense research in computer graphics for many years, but it has only recently been extensively used in practical applications. Major industries, such as videogame and film production, architecture, and design, now use GI produce CG imagery with increased realism. However, trade-offs differ in these applications, so each uses a significantly different GI computation technique.

This course provides an overview of GI computation in practical applications across and within industries. It focuses on juxtaposing the domain-specific decision processes that influence the choice of a particular solution. Each technique is presented in the context of the objectives and constraints set by the application. The course reviews the strong and weak points of each implentation and possibilities for further innovation. It also presents an overview of the latest academic research results in the various application areas.

COURSE SCHEDULE

2 pm
Introduction to Global Illumination
K?ivánek

2:15 pm
Ray Tracing Solution for Film Production Rendering
Fajardo

2:40 pm
Point-Based Global Illumination for Film Production
Christensen

3:05 pm
Ray Tracing vs. Point-Based GI for Animated Films
Tabellion

3:30 pm
Break

3:45 pm
Adding Real-Time Point-based GI to a Video Game
Bunnell

4:15 pm
Pre-computing Lighting in Games
Larsson

4:45 pm
DYNAMIC GLOBAL ILLUMINATION FOR GAMES: FROM IDEA TO PRODUCTION
Kaplayan

5:10 pm
Conclusions, Q
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Suzie Dalziel
 
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Post » Wed Dec 30, 2009 8:59 am

once again Talon, you never fail to bring something under our noses into the light.
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Alexander Lee
 
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Post » Wed Dec 30, 2009 3:58 pm

[quote]once again Talon, you never fail to bring something under our noses into the light.[/quote]

Your welcome. I thought it was something some of you would be interested in, or maybe some of you are going and would like to discuss it. :)
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Budgie
 
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Post » Thu Dec 31, 2009 12:01 am

I was going to go to SIGGRAPH this year but had to cancel :(
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Rowena
 
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