The document describes the Halcyon rendering architecture used in SEED's PICA PICA game. It aims to provide a rapid prototyping framework with fast iteration times. Key aspects include minimizing work for artists, supporting modern APIs like DirectX 12 and Vulkan, offering different rendering techniques like rasterization and ray tracing, and enabling features like multi-GPU rendering through an explicit heterogeneous approach. The rendering system uses concepts like render backends, devices, handles, commands, and graphs to manage resources and schedule work across multiple GPUs.
Introduction to Point Based Global Illumination (PBGI)karstenda
This document summarizes point-based global illumination (PBGI), an algorithm for calculating indirect lighting in diffuse scenes. It describes how PBGI works in two steps: (1) generating a point cloud of surfels representing direct lighting, and (2) calculating incoming indirect light by projecting surfels onto hemispheres. The algorithm can be approximated for speed by clustering surfels and using microbuffers instead of hemispheres. PBGI is used widely in movie production for effects like color bleeding and simulating area lights. Extensions to handle non-diffuse materials are also discussed.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
Real-time raytracing holds the promise of simplifying rendering pipelines, eliminating artist-intensive workflows, and ultimately delivering photorealistic images. This talk by Tomasz Stachowiak provides a glimpse of the future through the lens of SEED's PICA PICA demo: a game made for artificial intelligence agents, with procedural level assembly, and no precomputation. We dive into technical details of several advanced rendering algorithms, and discuss how Microsoft's DirectX Raytracing technology allows for their intuitive implementation. Several challenges remain -- we will take a look at some of them, discuss how real-time raytracing fits in the spectrum of solutions, and start to plot the course towards robust and artist-friendly image synthesis.
[IGC 2017] 에픽게임즈 최용훈 - 밤낮으로 부수고 짓고 액션 빌딩 게임 만들기 - 포트나이트강 민우
에픽게임즈에서 제작한 포트나이트(Fortnite)는 액션 빌딩 게임으로, 낮과 밤의 환경이 존재하며 낮에는 나무, 벽돌, 철 등 오브젝트를 부수고 수집한 자원으로 건물 및 함정을 건설하고 밤에는 습격해 오는 몬스터를 물리치는 것이 특징입니다. 이런 역동적인 환경을 만들기 위해서 언리얼 엔진 4에 추가한 다양한 라이트, 섀도, 캐릭터 애니메이션 기능 그리고 100% 리얼타임 게임 트레일러를 제작하는데 사용된 ‘시퀀서’에 대해서도 살펴봅니다.
The document describes the Halcyon rendering architecture used in SEED's PICA PICA game. It aims to provide a rapid prototyping framework with fast iteration times. Key aspects include minimizing work for artists, supporting modern APIs like DirectX 12 and Vulkan, offering different rendering techniques like rasterization and ray tracing, and enabling features like multi-GPU rendering through an explicit heterogeneous approach. The rendering system uses concepts like render backends, devices, handles, commands, and graphs to manage resources and schedule work across multiple GPUs.
Introduction to Point Based Global Illumination (PBGI)karstenda
This document summarizes point-based global illumination (PBGI), an algorithm for calculating indirect lighting in diffuse scenes. It describes how PBGI works in two steps: (1) generating a point cloud of surfels representing direct lighting, and (2) calculating incoming indirect light by projecting surfels onto hemispheres. The algorithm can be approximated for speed by clustering surfels and using microbuffers instead of hemispheres. PBGI is used widely in movie production for effects like color bleeding and simulating area lights. Extensions to handle non-diffuse materials are also discussed.
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
Real-time raytracing holds the promise of simplifying rendering pipelines, eliminating artist-intensive workflows, and ultimately delivering photorealistic images. This talk by Tomasz Stachowiak provides a glimpse of the future through the lens of SEED's PICA PICA demo: a game made for artificial intelligence agents, with procedural level assembly, and no precomputation. We dive into technical details of several advanced rendering algorithms, and discuss how Microsoft's DirectX Raytracing technology allows for their intuitive implementation. Several challenges remain -- we will take a look at some of them, discuss how real-time raytracing fits in the spectrum of solutions, and start to plot the course towards robust and artist-friendly image synthesis.
[IGC 2017] 에픽게임즈 최용훈 - 밤낮으로 부수고 짓고 액션 빌딩 게임 만들기 - 포트나이트강 민우
에픽게임즈에서 제작한 포트나이트(Fortnite)는 액션 빌딩 게임으로, 낮과 밤의 환경이 존재하며 낮에는 나무, 벽돌, 철 등 오브젝트를 부수고 수집한 자원으로 건물 및 함정을 건설하고 밤에는 습격해 오는 몬스터를 물리치는 것이 특징입니다. 이런 역동적인 환경을 만들기 위해서 언리얼 엔진 4에 추가한 다양한 라이트, 섀도, 캐릭터 애니메이션 기능 그리고 100% 리얼타임 게임 트레일러를 제작하는데 사용된 ‘시퀀서’에 대해서도 살펴봅니다.
This talk provides additional details around the hybrid real-time rendering pipeline we developed at SEED for Project PICA PICA.
At Digital Dragons 2018, we presented how leveraging Microsoft's DirectX Raytracing enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We also dove into the unique challenges posed by each of those domains, discussed the tradeoffs, and evaluated where raytracing fits in the spectrum of solutions.
Gdc2012 frames, sparsity and global illumination Manchor Ko
This document discusses the need for a new spherical basis for representing signals on the sphere that addresses deficiencies in spherical harmonics. It introduces spherical needlets, which are a tight frame constructed from spherical quadrature and Littlewood-Paley weights localized in frequency bands. Spherical needlets provide spatially compact representations with good localization properties compared to spherical harmonics. The document outlines key properties a good spherical basis should have and areas for future work in developing improved spherical representations.
The document discusses deferred rendering used in Dying Light. It begins with an agenda and overview of deferred shading and why it was used. Key reasons included having over 250k objects with multiple materials and thousands of lights with day-night cycles and weather changes. The document then covers the G-Buffer format, including encoding specular and diffuse values together, storing normals, roughness, and mask values. It describes optimizing the G-Buffer layout to be simple, slim, lossless, and physically based.
文献紹介:Rethinking Data Augmentation for Image Super-resolution: A Comprehensive...Toru Tamaki
Jaejun Yoo, Namhyuk Ahn, Kyung-Ah Sohn; Rethinking Data Augmentation for Image Super-resolution: A Comprehensive Analysis and a New Strategy, Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2020, pp. 8375-8384
https://openaccess.thecvf.com/content_CVPR_2020/html/Yoo_Rethinking_Data_Augmentation_for_Image_Super-resolution_A_Comprehensive_Analysis_and_CVPR_2020_paper.html
文献紹介:SlowFast Networks for Video RecognitionToru Tamaki
Christoph Feichtenhofer, Haoqi Fan, Jitendra Malik, Kaiming He, SlowFast Networks for Video Recognition, Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV), 2019, pp. 6202-6211
https://openaccess.thecvf.com/content_ICCV_2019/html/Feichtenhofer_SlowFast_Networks_for_Video_Recognition_ICCV_2019_paper.html
A Scalable Real-Time Many-Shadowed-Light Rendering SystemBo Li
This document describes a scalable real-time many-shadowed light rendering system. It discusses using a multi-resolution shadow map pool with GPU shadow map compression to minimize size and maximize performance. A conservative dynamic mask is used to separate static and dynamic shadows for efficiency. Tiled-deferred shading with bindless shadow maps and selective light culling improves occupancy. Vector quantization compresses deferred shadow masks from 128MB to 12MB with minimal quality loss. The system achieves over 250 shadowed lights at 60fps on PS4.
Brazil 2020: What Brazil will Look Like in the Future France Houdard
1. Brazil is the 5th largest country by area and has a highly advanced economy, with 45% of its energy coming from green sources. It is a major producer of minerals, fuels, foods, and manufactured goods.
2. Brazil's economy has grown significantly in recent decades and is projected to continue growing at 6% annually. Major cities and economic centers are concentrated along the eastern coast near natural resources in the west and central regions.
3. Brazil has developed world-leading innovation clusters in sectors like aerospace, information technology, and green energy such as biomass and hydro power where it is a global leader. The economy is transitioning toward knowledge-based industries and services.
Windows to reality getting the most out of direct3 d 10 graphics in your gameschangehee lee
The document discusses key areas for optimizing Direct3D 10 graphics performance in games, including using the debug layer, reducing draw calls, efficiently updating constant buffers, managing state objects, and following strict shader linkage rules. It provides tips such as splitting constants by frequency of update into multiple buffers to avoid redundant uploads, pre-creating all possible state objects, and using instancing to draw similar objects with a single draw call.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.
This talk provides additional details around the hybrid real-time rendering pipeline we developed at SEED for Project PICA PICA.
At Digital Dragons 2018, we presented how leveraging Microsoft's DirectX Raytracing enables intuitive implementations of advanced lighting effects, including soft shadows, reflections, refractions, and global illumination. We also dove into the unique challenges posed by each of those domains, discussed the tradeoffs, and evaluated where raytracing fits in the spectrum of solutions.
Gdc2012 frames, sparsity and global illumination Manchor Ko
This document discusses the need for a new spherical basis for representing signals on the sphere that addresses deficiencies in spherical harmonics. It introduces spherical needlets, which are a tight frame constructed from spherical quadrature and Littlewood-Paley weights localized in frequency bands. Spherical needlets provide spatially compact representations with good localization properties compared to spherical harmonics. The document outlines key properties a good spherical basis should have and areas for future work in developing improved spherical representations.
The document discusses deferred rendering used in Dying Light. It begins with an agenda and overview of deferred shading and why it was used. Key reasons included having over 250k objects with multiple materials and thousands of lights with day-night cycles and weather changes. The document then covers the G-Buffer format, including encoding specular and diffuse values together, storing normals, roughness, and mask values. It describes optimizing the G-Buffer layout to be simple, slim, lossless, and physically based.
文献紹介:Rethinking Data Augmentation for Image Super-resolution: A Comprehensive...Toru Tamaki
Jaejun Yoo, Namhyuk Ahn, Kyung-Ah Sohn; Rethinking Data Augmentation for Image Super-resolution: A Comprehensive Analysis and a New Strategy, Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2020, pp. 8375-8384
https://openaccess.thecvf.com/content_CVPR_2020/html/Yoo_Rethinking_Data_Augmentation_for_Image_Super-resolution_A_Comprehensive_Analysis_and_CVPR_2020_paper.html
文献紹介:SlowFast Networks for Video RecognitionToru Tamaki
Christoph Feichtenhofer, Haoqi Fan, Jitendra Malik, Kaiming He, SlowFast Networks for Video Recognition, Proceedings of the IEEE/CVF International Conference on Computer Vision (ICCV), 2019, pp. 6202-6211
https://openaccess.thecvf.com/content_ICCV_2019/html/Feichtenhofer_SlowFast_Networks_for_Video_Recognition_ICCV_2019_paper.html
A Scalable Real-Time Many-Shadowed-Light Rendering SystemBo Li
This document describes a scalable real-time many-shadowed light rendering system. It discusses using a multi-resolution shadow map pool with GPU shadow map compression to minimize size and maximize performance. A conservative dynamic mask is used to separate static and dynamic shadows for efficiency. Tiled-deferred shading with bindless shadow maps and selective light culling improves occupancy. Vector quantization compresses deferred shadow masks from 128MB to 12MB with minimal quality loss. The system achieves over 250 shadowed lights at 60fps on PS4.
Brazil 2020: What Brazil will Look Like in the Future France Houdard
1. Brazil is the 5th largest country by area and has a highly advanced economy, with 45% of its energy coming from green sources. It is a major producer of minerals, fuels, foods, and manufactured goods.
2. Brazil's economy has grown significantly in recent decades and is projected to continue growing at 6% annually. Major cities and economic centers are concentrated along the eastern coast near natural resources in the west and central regions.
3. Brazil has developed world-leading innovation clusters in sectors like aerospace, information technology, and green energy such as biomass and hydro power where it is a global leader. The economy is transitioning toward knowledge-based industries and services.
Windows to reality getting the most out of direct3 d 10 graphics in your gameschangehee lee
The document discusses key areas for optimizing Direct3D 10 graphics performance in games, including using the debug layer, reducing draw calls, efficiently updating constant buffers, managing state objects, and following strict shader linkage rules. It provides tips such as splitting constants by frequency of update into multiple buffers to avoid redundant uploads, pre-creating all possible state objects, and using instancing to draw similar objects with a single draw call.
We present the technology and ideas behind the unique lighting in MIRRORS EDGE from DICE. Covering how DICE adopted Global illumination into their lighting process and Illuminate Labs current toolbox of state of the art lighting technology.