The design of Call of Duty matchmaking is driven by our goal to create the best experiences for our player community. As part of our commitment to an ongoing conversation about the Call of Duty matchmaking process, an ongoing series of white papers from our technology team will further expand on how Call of Duty builds online matches.
Reflectometer Material Capture
Physically-based shaders benefit from physically measured material parameters. The Reflectometer is a simple-to-build, portable device that allows measurement of diffuse albedo, smoothness, and specular F0 in the field.
The Neural Light Grid: A Scalable Production-Ready Learned Irradiance Volume
Our system that precomputes and stores indirect diffuse lighting into a volume-based data structure of lighting probes for our large game scenes.
A Tighter Quantization Bound for the Spherical Harmonic Projection of Non-Negative Functions
We derive new tighter bounds for the ratio of spherical harmonic coefficients to the DC component for non-negative functions enabling efficient storage.
Caldera: Advances in Real-Time Rendering
With a vision to expand the knowledge base of the gaming industry, Activision is excited to share the release of an open-source data set featuring the map Caldera from Call of Duty®: Warzone™ for non-commercial use.
Skyscraper Zombies Advancing Call of Duty's Systems for Giant AI
This talk, presented in a postmortem format, focuses on the unique technical and design challenges when creating boss AI in Call of Duty Zombies, such as pathfinding, maximizing limited animations, and the general mentality of tackling complex issues with cost-effective solutions.
OPERATION UI CODE: OPTIMIZING THE UI’S CPU BOUND FRAMERATE IN CALL OF DUTY
Originally presented at the Render Engine Architecture Conference 2024, this presentation explores the optimization strategies of user interface systems..
MergeBot: Activision's Merge and Resolve Infrastructure
This talk, originally presented at GDC 2024, analyzes the workflow for integrating and resolving code and data between Perforce branches with the help of our in-house merging tool
Hemispherical Lighting Insights
This tech report discusses optimal encoding methods for AHD and IrradZ lightmaps, introduces two new IrradZ-compatible and runtime-blendable hemispherical lighting models, and shows how to efficiently apply hemispherical or cone occlusion to volumetric spherical harmonic lighting at runtime to improve the appearance of AO and prevent light leaking.
ZH3: QUADRATIC ZONAL HARMONICS
This presentation introduces the ZH3 lighting model, which sits in between linear and quadratic SH in quality but requires only one extra coefficient over linear SH. It describes how to solve for the ZH3 coefficient, how using a luminance axis can mitigate color shifting, and how RGB ZH3 can be encoded in only 16 bytes. Additionally, it shows how ZH3 coefficients can be hallucinated from the ratio of the bands in linear SH, improving on linear SH in quality with no extra storage.
Call of Duty Matchmaking Intel
The design of Call of Duty matchmaking is driven by our goal to create the best experiences for our player community.
Challenges in Moderating Disruptive Player Behavior in Online Competitive Action Games
In a collaboration between Caltech and ABK, we identified six challenges related to handling disruptive behaviors in competitive action games through analysis of Call of Duty®: Modern Warfare® II data and stakeholder feedback. We discovered challenges omitted by prior work, such as handling high-volume imbalanced data and ensuring the comfort of human moderators. We also offered a discussion of possible technical, design, and policy approaches to mitigating these challenges.
Task Graph Renderer at Activision
Originally presented at the Rendering Engine Architecture Conference 2023, this presentation explores the render graph technology we use at Activision.
Remote Administration Payload Malware Analysis
Journey into the malware analysis and reverse engineering process of a multi-staged remote administration payload.
Scaling Databases at Activision
Originally presented at KubeCon 2023 Amsterdam, this talk explores how Demonware adopted Vitess/Kubernetes to run MySQL databases at a significant scale. The talk describes MySQL operational and scalability difficulties we had and how Vitess helped to solve them.
Reversing Anti-Cheat's Detection-Generation Cycle With Configurable Hallucinations
Anti-cheat and cheat developers are locked in a cat-and-mouse cycle of detection and generation. Anti-cheat developers struggle to detect cheating players' behavior. Cheat developers easily evade the detections by generating different behavior. This paper examines how anti-cheat developers may reverse the cycle with configurable hallucinations.
Shadows of Cold War: A Scalable Approach to Shadowing
Originally presented in GDC’s Advanced Graphics Summit, this presentation explains the system Treyarch developed for Call of Duty Black Ops Cold War to automatically scale shadow quality.
The Road to Direct Lookups is Paved with Good Intentions
A MySQL Performance Case Study
Geometry Rendering Pipeline Architecture
This talk covers the general architecture of our render pipeline with focus on certain novel approaches and provides comparative performance analysis dependent on specific render scenarios ranging from closed indoor spaces and open world outdoor spaces to more specific heavy triangle and alpha test overdraw scenes. Current work in progress and future extensions are discussed.
The Rust Programming Language for Game Tooling
The Rust programming language has been quietly taking the tech world by storm, but adoption has been slower among game studios. Treyarch has been gradually integrating Rust into our tools and pipeline since 2018. This session leverages that experience to explore both the opportunities and challenges that Rust can give to the game tools programmer and examine the ways in which Rust can be a powerful addition to the tools arsenal.
Rendering Engine Architecture at Activision
Learn the “how” and the “why” of Activision’s rendering submission process. A walk through of how we prepare and submit work, with special attention paid to the underlying philosophical basis for our decision-making. We examine decoupled simulation and rendering, memory orthogonality, parallelism in worker command systems, latency minimization, and hierarchy of work amortization.
Large-Scale Global Illumination in Call of Duty
A presentation describing the key techniques behind the large-scale global illumination system in Call of Duty. Explained is a new precomputed lighting compression technique that enables high-performance and seamless reconstruction directly from the compressed lighting data. Visibility-based sampling of precomputed volumetric lighting, and a practical method for computing constrained spherical harmonics representations, are also discussed.
Moving Basis Decomposition for Precomputed Light Transport
We study the problem of efficient representation of potentially high-dimensional, spatially coherent signals in the context of precomputed light transport. This paper won the EGSR 2021 Best Paper Award.
Boots on the Ground: The Terrain of Call of Duty
Over the last couple projects Treyarch developed a new terrain system that's been seen in Black Ops 4, Warzone, and Black Ops Cold War.
Model Collision: Balancing Speed and Size in Black Ops Cold War
This presentation is a technical deep dive into the process of optimizing the high-accuracy model collision in Call of Duty: Black Ops Cold War.
Cheating Cheaters: Malware Delivered as Call of Duty Cheats
This report examines a hacking tool being promoted for use against gamers by masquerading as a cheat for Call of Duty: Warzone.
Controller to Display Latency in Call of Duty
Reasoning about controller to display latency can be non-intuitive in modern game engines where multiple independent timelines are running in parallel. In this presentation, we analyze the path that data flows through each of these timelines, from the input sample out to the video scan-out hardware. By identifying and measuring segments on this path, a dynamic throttle can be implemented to squeeze the input sample as close to the end of the frame as possible without dropping frames. Special attention is placed on how latency is introduced in the interaction between the GPU and display scan-out timelines when Vsync is enabled.
Raytraced Shadows in Call of Duty: Modern Warfare
This presentation describes how ray tracing can be integrated into a modern, forward+ engine with minimal-to-no content changes. Also discussed: how to approach the ray tracing of multiple local area lights, and how to efficiently clean up any resulting noise.
Lima Oscar Delta! Scaling Content in Call of Duty: Modern Warfare
Call of Duty is well known for its 60fps frenetic gameplay. To achieve a high level of graphical fidelity at this frame rate across all target platforms, a suite of finely tuned content scaling techniques must be employed.
Software-based Variable Rate Shading in Call of Duty: Modern Warfare
This lecture covers a novel rendering pipeline used in Call of Duty: Modern Warfare (2020).
The Design and Evolution of the UberBake Light Baking System
We describe the design and evolution of UberBake, a global illumination system we have used in multiple AAA games, which supports dynamic lighting changes in response to certain player interactions.
Precomputed Lighting Advances in Call of Duty: Modern Warfare
This talk covers extensions and improvements in the precomputed lighting pipeline used in Call of Duty: Modern Warfare.
Deringing Spherical Harmonics
Spherical Harmonics (SH) are a convenient basis for representing various signals in computer graphics, with lighting and visibility being the most common.
ATVI-TR-19-02: Separable Subsurface Scattering: Expanded Technical Report
This technical report extends the content of [JZJ∗ 15], by adding some additional explanations and details, and including new tests with more complex multilayered materials.
ATVI-TR-19-01: Practical Real-Time Strategies for Accurate Indirect Occlusion
In this work we introduce a set of techniques for real-time ambient occlusion targeted to very tight budgets. We propose GTAO, a new formulation of screen-space ambient occlusion that allows the composited occluded illumination to match the ground truth reference in half a millisecond on current console hardware.
Dynamic Temporal Antialiasing and Upsampling in Call of Duty
This talk covers the temporal supersampling techniques created during the development of Call of Duty: Infinite Warfare.
Happy New Year From Activision Research
We had fun making this animation over the holidays. Hope you enjoy it!
Ray Guiding for Production Lightmap Baking
In this paper we present a ray guiding technique for improving the computation times in the context of production lightmap baking. Compared to state-of-the-art, our method has better scalability and lower variance.
Impulse Responses for Precomputing Light from Volumetric Media
Volumetric participating media can significantly impact the realism of virtual scenes, due to both the subtle interplay between surface and volume-transport effects and the presence of entities like smoke and clouds.
Material Advances in Call of Duty: WWII
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.
Ambient Dice
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 en masse, 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.
ATVI-TR-16-02: Practical Order Independent Transparency
Transparencies have always been a tricky problem for games, to render them correctly you have to draw them in front-to-back order from the view of the camera, traditionally this means to sort them when you do this you have to break apart material batches and sometimes even meshes, which affects performance.
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.
Sparse Shadow Trees
Lighting large outdoor scenes continues to present a challenge for realtime rendering.
ATVI-TR-16-01: Practical Realtime Strategies for Accurate Indirect Occlusion
Ambient occlusion is ubiquitous in games and other real-time applications to approximate global illumination effects.