This lecture presents a technical deep dive into COD:IW renderer and the architectural design proces...
We present a family of basis functions designed to accurately and efficiently represent illumination...
Game and movie studios are switching to physically based rendering en masse, but physically accurate...
From Siggraph 2016, our antialiasing technique for games. Click here to download complete presentati...
Transparencies have always been a tricky problem for games, to render them correctly you have to dra...
We present a novel method for real-time rendering of subdivision surfaces whose goal is to make subd...
We present a solution for indirect diffuse lighting as an alternative to traditional lightmaps. The ...
We present new systems for occlusion of indirect lighting: GTAO for screen-space ambient occlusion, ...
Lighting large outdoor scenes continues to present a challenge for realtime rendering. Cascaded shad...
Ambient occlusion is ubiquitous in games and other real-time applicationsto approximate global illum...