Modern video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering pushing the visual boundaries and interactive experience of rich environments. These algorithms execute in a variety of rendering engines, which serve diverse needs, from a wide range of frame rates (30-200 fps), on a deeply fragmented hardware ecosystem. The goal for this course is to share pragmatic presentations about the design decisions and architectures for the real-time game engines, with the emphasis on production-proven approaches.
SIGGRAPH 2021’s course includes speakers from makers of several innovative games and game engines, such as Activision, Roblox, Sony Santa Monica, and Unity Technologies.
This is the course to attend if you are in the game development industry or want to learn the details of rendering engine architecture for real-time experiences!
Prerequisites
Working knowledge of modern real-time graphics APIs like DirectX, Vulkan or Metal, and a solid basis in the basics of rendering engine architecture. Familiarity with the concepts of programmable shading and shading languages. Familiarity with shipping titles on gaming consoles and their software capabilities is a plus but not required.
Intended Audience
Technical practitioners and developers of graphics engines for visualization, games, or effects rendering who are interested in interactive rendering.
Organizers
Steve McAuley, Lead Rendering Programmer, Sony Santa Monica Studio
Angelo Pesce, Director of Rendering Engineering, Roblox
Natalya Tatarchuk, Distinguished Technical Fellow and VP, AAA and Graphics Innovation, Unity Technologies
Michael Vance, CTO, Activision Publishing
Links