SIGGRAPH 2015のコース”Advances in Real-Time Rendering in Games”の発表資料の多くが公開になりました.
http://advances.realtimerendering.com/s2015/index.html
以前からページはあったのですが,資料の多くが公開になったので紹介しておきます.
- Towards Unified and Physically-Based Volumetric Lighting in Frostbite by Sébastien Hillaire (Electronic Arts / Frostbite)
- Stochastic Screen-Space Reflections by Tomasz Stachowiak (Electronic Arts / Frostbite)
- The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn by Andrew Schneider (Guerrilla Games)
- A Novel Sampling Algorithm for Fast and Stable Real-Time Volume Rendering by Huw Bowles (Studio Gobo), and Daniel Zimmermann (Studio Gobo)
- Sparkly but not too Sparkly! A Stable and Robust Procedural Sparkle Effect by Huw Bowles (Studio Gobo) and Beibei Wang (Studio Gobo)
- Multi-Scale Global Illumination in Quantum Break by Ari Silvennoinen (Remedy), Ville Timonen (Remedy)
- Rendering The Alternate History of The Order: 1886 by Matt Pettineo (Ready at Dawn)
- Learning from Failure: a Survey of Promising, Unconventional and Mostly Abandoned Renderers for ‘Dreams PS4’, a Geometrically Dense, Painterly UGC Game’ by Alex Evans (MediaMolecule)
- Dynamic Occlusion with Signed Distance Fields by Daniel Wright (Epic Games)
- GPU-Driven Rendering Pipelines by Ulrich Haar (Ubisoft Entertainment), Sebastian Aaltonen (Ubisoft Entertainment)