A number of improvements were made to our lit surface shaders in Call of Duty: WWII, a few of which are described in this presentation.
Automated Testing in Call of Duty
How huge games like 'Call of Duty: Infinite Warfare' monitor the progression of code and assets in terms of functionality and performance.
HDR in Call of Duty
This talk covers a basic introduction to color science, color terminology, and display standards.
Real-World Measurements for Call of Duty: Advanced Warfare
Our goal for the rendering in COD: AW was to take a small step towards photorealism.
Emotion Challenge: Building a New Photoreal Facial Performance Pipeline for Games
In recent years the expected standard for facial animation and character performance in AAA video games has dramatically increased.
Precomputed lighting in Call Of Duty: Infinite Warfare
Indirect lighting is an important factor in creating a believable look of game worlds.
Improved Culling for Tiled and Clustered Rendering in Call of Duty: Infinite Warfare
This lecture covers two novel rendering algorithms used in Call of Duty: Infinite Warfare. The first, z-binning, significantly improves the quality and performance of volumetric entity-vs-geometry culling as compared to classic tiled and clustered techniques.
Practical Multilayered Materials in Call of Duty: Infinite Warfare
This talk presents a practical approach to multilayer, physically based surface rendering, specifically optimized for Forward+ rendering pipelines.
Rendering of Call of Duty: Infinite Warfare
This lecture presents a technical deep dive into COD:IW renderer and the architectural design process behind it.
We present a family of basis functions designed to accurately and efficiently represent illumination signals on the unit sphere.
Fast Filtering of Reflection Probes
Game and movie studios are switching to physically based rendering <I>en masse</I>, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real-time.
Filmic SMAA: Sharp Morphological and Temporal Antialiasing
From Siggraph 2016, our antialiasing technique for games.
Efficient GPU Rendering of Subdivision Surfaces
We present a novel method for real-time rendering of subdivision surfaces whose goal is to make subdivision faces as easy to render as triangles, points, or lines.
Volumetric Global Illumination at Treyarch
We present a solution for indirect diffuse lighting as an alternative to traditional lightmaps.
Practical Real-Time Strategies for Accurate Indirect Occlusion
We present new systems for occlusion of indirect lighting.