Aug
24
2018

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.

Jun
26
2018

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.

Jun
04
2018

HDR in Call of Duty

This talk covers a basic introduction to color science, color terminology, and display standards.

May
14
2018

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.

Aug
21
2017

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.

Aug
08
2017

Precomputed lighting in Call Of Duty: Infinite Warfare

Indirect lighting is an important factor in creating a believable look of game worlds.

Aug
01
2017

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.

Jul
31
2017

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.

Jul
07
2017

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.

Jun
14
2017

Ambient Dice

We present a family of basis functions designed to accurately and efficiently represent illumination signals on the unit sphere.

Oct
18
2016

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.

Sep
07
2016

Filmic SMAA: Sharp Morphological and Temporal Antialiasing

From Siggraph 2016, our antialiasing technique for games.

Aug
26
2016

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.

Aug
25
2016

Volumetric Global Illumination at Treyarch

We present a solution for indirect diffuse lighting as an alternative to traditional lightmaps.

Aug
24
2016

Practical Real-Time Strategies for Accurate Indirect Occlusion

We present new systems for occlusion of indirect lighting.

Aug
24
2016

Sparse Shadow Trees

Lighting large outdoor scenes continues to present a challenge for realtime rendering.

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