Slides for a talk I gave in October 2013 at Chaos Group's CG2 seminar in Sofia. Brief information about the state of Volume rendering for games and details about the TransVoxel algorithm by Eric Lengyel.
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For this year's keynote at High Performance Graphics 2018, Colin Barré-Brisebois from SEED discussed the state of the art in real-time game ray tracing. He explored some of the connections between offline and real-time game ray tracing, and presented some of the open problems. Colin exposed a few potential solutions to those problems, and also proposed a call-to-arms on topics where the ray tracing research community and the games industry should unite in order to solve such open problems.
Discover the technology behind "The Heretic" – Unite Copenhagen 2019Unity Technologies
Unity's award-winning Demo team, creators of Adam and Book of the Dead, showcases how Unity can power high-end visuals for game productions. These slides show how the team used the latest features in the High Definition Render Pipeline such as Post Processing, Shader Graph, Visual Effect Graph, and Timeline to create their latest amazing real-time short film, The Heretic.
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Watch the session on YouTube: https://youtu.be/CCnhPyK1v9E
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Discover the technology behind "The Heretic" – Unite Copenhagen 2019Unity Technologies
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Watch the session on YouTube: https://youtu.be/CCnhPyK1v9E
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A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
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Watch the session on YouTube: https://youtu.be/dvOZ7IL2iOI
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Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
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Global illumination (GI) has been an ongoing quest in games. The perpetual tug-of-war between visual quality and performance often forces developers to take the latest and greatest from academia and tailor it to push the boundaries of what has been realized in a game product. Many elements need to align for success, including image quality, performance, scalability, interactivity, ease of use, as well as game-specific and production challenges.
First we will paint a picture of the current state of global illumination in games, addressing how the state of the union compares to the latest and greatest research. We will then explore various GI challenges that game teams face from the art, engineering, pipelines and production perspective. The games industry lacks an ideal solution, so the goal here is to raise awareness by being transparent about the real problems in the field. Finally, we will talk about the future. This will be a call to arms, with the objective of uniting game developers and researchers on the same quest to evolve global illumination in games from being mostly static, or sometimes perceptually real-time, to fully real-time.
This presentation was given at SIGGRAPH 2017 by Colin Barré-Brisebois (EA SEED) as part of the Open Problems in Real-Time Rendering course.
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
Presentation Video : http://tinyurl.com/pfhz96m
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Lukasz Pasek - Unity Technologies
This expert session dives deep into customization, experimentation, and complex use-cases that leverage Unity's cinematic and post-processing tools for games and film. Brand new features will also be covered, such as the Impulse Camera-Shake system, the Event module, and ClearShot improvements. Note for attendees: strong grasp of C# and/or familiarity with Timeline and Cinemachine recommended.
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Hacking for Salone: Drone Races - Di Saverio; Lippolis - Codemotion Milan 2016Codemotion
This year for the Salone del Mobile at frog, we came up with a funky experiment, based on Drones, Android, and VR. In this talk, your hosts will walk you through our Drone Race experiment, touching topics like real-time computer vision, reactive programming for mobile, indoor positioning and (wheeled) Drones hacking. The variety and complexity of these topics is equal to its coolness though, so you may be puzzled asking yourself: "Where do I start?" We will share experiences and lots of code, so that you can start right away.
Developing and optimizing a procedural game: The Elder Scrolls Blades- Unite ...Unity Technologies
The Elder Scrolls Blades strove to produce high-quality visuals on modern mobile devices. This talk will describe the challenges of achieving that level of quality in procedurally generated 3D environments.
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Sergei Savchenko - Bethesda Game Studios
Watch the session here: https://youtu.be/KbxiGH6igBk
SAE AR/VR - The challenges of creating a VR application with UnitySebastien Kuntz
Unity3D is a great authoring tool to create 3D applications.
Regarding immersive virtual reality, its capabilities are limited.
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Phillip Heckinger (Microsoft): Empowering AR & VR with Tech ArtAugmentedWorldExpo
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http://AugmentedWorldExpo.com
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If you have a feedback, please share, thank you :)
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4. Who am I
Stoyan Nikolov
stoyan@coherent-labs.com
@stoyannk
Co-Founder & Tech lead @ Coherent Labs
Senior Graphics dev @ Masthead Studios
Senior dev @ Eutelia
5. Overview
Why use Volume rendering at all?
What is Volume rendering?
Types of Volume rendering techniques
Practical (today) rendering techniques
11. Direct rendering in RT
•
•
•
•
Ray-marching distance fields
Gigavoxel
Sparse voxel octrees (SVO)
SVO for Global Illumination
slisesix demo by rgba
Unreal Engine 4 by Epic Games
12. Indirect rendering for RT
•
•
•
Create a polygon mesh
GPUs are designed for polygons
Other subsystems usually expect polygons
14. Realtime requirements
•
We want to support very large meshes
•
Level of Detail (LOD) required
•
Difficult with MC
•
Transvoxel designed to solve this
15. Transvoxel
•
Outline in Eric Lengyel’s PhD thesis
•
Designed for RT applications
•
Originally implemented in C4 Engine