Showing results for 
Search instead for 
Did you mean: 
Jul072017

Rendering of Call of Duty: Infinite Warfare

This lecture presents a technical deep dive into COD:IW renderer and the architectural design proces...

Jun142017

Ambient Dice

We present a family of basis functions designed to accurately and efficiently represent illumination...

Oct182016

Fast Filtering of Reflection Probes

Game and movie studios are switching to physically based rendering en masse, but physically accurate...

Sep072016

Filmic SMAA: Sharp Morphological and Temporal Antialiasing

From Siggraph 2016, our antialiasing technique for games. Click here to download complete presentati...

Sep012016

ATVI-TR-16-02: Practical Order Independent Transparency

Transparencies have always been a tricky problem for games, to render them correctly you have to dra...

Aug262016

Efficient GPU Rendering of Subdivision Surfaces

We present a novel method for real-time rendering of subdivision surfaces whose goal is to make subd...

Aug252016

Volumetric Global Illumination at Treyarch

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

Aug242016

Practical Real-Time Strategies for Accurate Indirect Occlusion

We present new systems for occlusion of indirect lighting: GTAO for screen-space ambient occlusion, ...

Aug242016

Sparse Shadow Trees

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

Jul232016

ATVI-TR-16-01: Practical Realtime Strategies for Accurate Indirect Occlusion

Ambient occlusion is ubiquitous in games and other real-time applicationsto approximate global illum...