Course Description

Leading industry experts and researchers discuss the top unsolved problems in real-time rendering, why current solutions don’t work in-practice, the desired ideal solution, and the problems that need to be solved to work toward that ideal. This year’s course explores open issues in physically-based material representations, delves into the quest for dynamic global illumination in games, tunnels through the state of GPU computing for graphics, and tackles the new frontiers in using deep learning for real-time rendering. This year’s speakers include developers and researchers from Frostbite Labs (SEED), Unity Technologies, and NVIDIA Research.

Intended Audience

This course is targeted at game developers, computer graphics researchers, and other real-time graphics practitioners interested in understanding the limits of current rendering technology, and the types of innovation needed to advance the field, especially with the emphasis on driving research toward techniques relevant to the games and real-time entertainment industry.

Prerequisites

This is an intermediate/advanced course that assumes familiarity with modern real-time rendering algorithms and graphics APIs.

 

 


Syllabus

Open Problems in Real-Time Rendering

Tuesday, August 1st, 2:00 pm - 5:15 pm, Los Angeles Convention Center, Room 408 AB

                                                                                                    

2:00pm

Course Introduction

Aaron Lefohn (NVIDIA), Natalya Tatarchuk (Unity Technologies)

 

2:10 pm

Physically-Based Materials: Where Are We?

Sébastien Lagarde (Unity Technologies)

 

2:55 pm

A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games

Colin Barré-Brisebois (Electronic Arts SEED)

 

3:40 pm

Future Directions for Compute-for-Graphics

Andrew Lauritzen (Electronic Arts SEED)

 

4:25 pm

Deep Learning: The Future of Real-Time Rendering?

Marco Salvi (NVIDIA)

 

5:10 pm

Closing Remarks

Aaron Lefohn (NVIDIA), Natalya Tatarchuk (Unity Technologies)

 

Course Organizers

Aaron Lefohn (@aaronlefohn) is Senior Director of Real-Time Rendering Research at NVIDIA. Aaron has led real-time rendering and graphics programming model research teams for over nine years and has productized many research ideas into games, GPU hardware, and GPU APIs. In the far distant past, Aaron worked in rendering R&D at Pixar Animation Studios, creating interactive rendering tools for film artists. Aaron received his Ph.D. in computer science from UC Davis and his M.S. in computer science from University of Utah.

 

Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast. As the Director of Global Graphics at Unity Technologies, she is focusing on driving the state-of-the-art rendering technology and graphics performance for the Unity engine. Previously she was the Graphics Lead and an Engineering Architect at Bungie, working on innovative cross-platform rendering engine and game graphics for Bungie’s Destiny franchise, including leading graphics on the upcoming Destiny 2 title. Natalya also contributed graphics engineering to the Halo series, such as Halo: ODST and Halo:Reach. Before moving into game development full-time, Natalya was a graphics software architect and a lead in the Game Computing Application Group at AMD Graphics Products Group (Office of the CTO) where she pushed parallel computing boundaries investigating advanced real-time graphics techniques. Natalya has been encouraging sharing in the games graphics community for several decades, largely by organizing a popular series of courses such as Advances in Real-time Rendering and the Open Problems in Real-Time Rendering at SIGGRAPH. She has also published papers and articles at various computer graphics conferences and technical book series, and has presented her work at graphics and game developer conferences worldwide. Natalya is a member of multiple industry and hardware advisory boards. She holds an M.S. in Computer Science from Harvard University with a focus in Computer Graphics and B.A. degrees in Mathematics and Computer Science from Boston University.

 


Physically-Based Materials: Where Are We?

                             

 

Abstract:

Physically-based rendering is now a widespread term present in all modern game engine description, but its meaning is not always well understood. Physically-based rendering can be split in three categories: physically-based material, lighting and camera. This talk will cover the material category and will go through the current state of physically-inspired material use in real-time rendering. It will highlight issues, limitations and progress to date. Then the author will propose future directions to move closer to physically-based materials from both a software developer and an artist perspective.

 

Presenter:

Sébastien Lagarde (Unity Technologies)

Bio:

Sébastien Lagarde is Director of Rendering Research at Unity Technologies. He has worked in the game industry since 2003 as an engine programmer with expertise in rendering. He has worked on many game consoles for variety of titles, from small casual games to AAA (Remember Me, Mirror’s Edge 2, Star Wars Battlefront, among some). He also developed the kernel of the Trioviz SDK, a stereoscopic system used in many AAA games (Batman: Arkham City and Arkham Asylum, Assassin’s Creed II, Gears of War 3, etc.). Sébastien has previously worked for Neko Entertainment, Darkworks, Trioviz, Dontnod and Electronic Arts / Frostbite.

 

Materials:
(Updated: August 4th, 2017)

Slides: PowerPoint, PDF

 

 


A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Abstract:

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.

 

Presenter:

Colin Barré-Brisebois (Electronic Arts SEED)

Bio:

Colin Barré-Brisebois is a Senior Rendering Engineer at Electronic Arts SEED, a cross-disciplinary team working on cutting-edge, industry-leading future graphics technologies and creative experiences. Prior to joining SEED, Colin was a Technical Director at WB Games' Montréal studio on the Batman Arkham franchise, where he led the rendering team and developed core lighting and shading technology. Before Warner Brothers, he worked on many games at Electronic Arts: Battlefield 3, Need for Speed, Army of TWO, Skate and other AAA franchises. Colin has presented at various conferences including GDC, GTC, I3D, SIGGRAPH, as well at local universities. He also has publications in the ShaderX book series, the ACM/IEEE, and his personal blog.

 

Materials:
(Updated: August 4th, 2017)

PowerPoint Slides

 


Future Directions for Compute-for-Graphics

                             

 

Abstract:

The past few years have seen a sharp increase in the complexity of rendering algorithms used in modern game engines. Large portions of the rendering work are increasingly written in GPU computing languages, and decoupled from the conventional “one-to-one” pipeline stages for which shading languages were designed. Following Tim Foley’s talk from SIGGRAPH 2016’s Open Problems course on shading language directions, we explore example rendering algorithms that we want to express in a composable, reusable and performance-portable manner. We argue that a few key constraints in GPU computing languages inhibit these goals, some of which are rooted in hardware limitations. We conclude with a call to action detailing specific improvements we would like to see in GPU compute languages, as well as the underlying graphics hardware.

 

Presenter:

Andrew Lauritzen (Frostbite Labs/SEED)

Bio:

Andrew Lauritzen (@AndrewLauritzen) is a rendering engineer in the Electronic Arts SEED team where he works on rendering technology for future games. Before SEED. he worked as a graphics software engineer at Intel for 8 years where he worked with game developers and researchers to improve the algorithms, APIs and hardware used for real-time rendering. He received his M.Math in computer science from the University of Waterloo in 2008 where his research was focused on variance shadow maps and other shadow filtering algorithms.

 

Materials:
(Updated: August 4th, 2017)

PowerPoint Slides

 


Deep Learning: The Future of Real-Time Rendering?

                             

 

Abstract:

Deep learning has recently completely changed fields such as computer vision and speech recognition: will the same thing happen with real-time rendering? In this talk we examine the strange but exciting possibility of deep learning shaping the future of real-time rendering. First, we give a high-level introduction to deep learning and we overview its impact to date on computer graphics. We then demonstrate how to use deep generative models to tackle long-standing rendering problems, such as antialiasing. Finally, we discuss open problems and propose future directions of research.

 

Presenter:

Marco Salvi (NVIDIA)

Bio:

Marco Salvi Is a Senior Research Scientist at NVIDIA, focusing on high-performance rendering algorithms and future SW/HW architectures for real-time rendering. His research interests include antialiasing, ray tracing, order-independent transparency, image reconstruction, shading caches, and deep learning. Marco has been a researcher for nearly a decade, and in a previous life was responsible for architecting advanced graphics engines, performing low-level optimizations and developing new rendering techniques for games on Playstation 2 / Playstation 3 / Xbox / Xbox 360 and PC. Marco has M. S. in Physics from the University of Bologna, Italy (2001).

 

Materials:
(Updated: August 11, 2017)

PowerPoint slides

 

 

 

 

 

 

Contact: