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5 Major Challenges in Interactive Rendering Johan Andersson DICE
Overview ,[object Object],[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
THE 5 CHALLENGES ,[object Object]
CINEMATIC IMAGE QUALITY ,[object Object]
Challenge #1 - Cinematic image quality ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Aliasing – we have it! 08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Aliasing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Everybody loves bokeh Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Motion blur and Depth of Field ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Transparency ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Micropolygon rendering ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
ILLUMINATION ,[object Object]
Challenge #2 - Illumination   08/01/10 Beyond Programmable Shading, SIGGRAPH 2010 Global Illumination Shadows Reflections
Global Illumination 08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Global Illumination ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Beyond Programmable Shading, SIGGRAPH 2010 08/01/10 Shadows - ouch
Shadows ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Massive local shadowing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Reflections Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Reflections ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
PROGRAMMABILITY ,[object Object]
Programmability ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Examples of what we like to solve ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
PRODUCTION COSTS ,[object Object]
Production costs ,[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Importance of this challenge ,[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Production cost reductions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Procedural foliage distribution 08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
SCALING UP ,[object Object]
Scaling up ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Scaling up - Techniques ,[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
Scaling up - Worlds ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
The Challenges ,[object Object],[object Object],[object Object],[object Object],[object Object],08/01/10 Beyond Programmable Shading Course, ACM SIGGRAPH 2010
Conclusions ,[object Object],[object Object],08/01/10 Beyond Programmable Shading, SIGGRAPH 2010
Thanks for all the feedback! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading Course, ACM SIGGRAPH 2010 08/01/10
Contact details ,[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10
BONUS
Surface lighting ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Beyond Programmable Shading, SIGGRAPH 2010 08/01/10

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5 Major Challenges in Interactive Rendering

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  1. Hi, I’m going to talk today a bit about what type of major challenges we have ahead for us in the next 5-10 years, what type of problems we want to solve and things to focus on. Sort of why we want to go Beyond Programable Shading? 
  2. 5 orders of a magnitude difference
  3. MLAA
  4. MLAA
  5. Particles would be the last to be included in an OIT solution
  6. Show zbrush character Kayvon’s talk on Quad-fragment merging
  7. Explicit braided parallelism GRAMPS-style queuing
  8. Not the most sexy of topics, but the single most important one for game development Show undergrowth?
  9. For us, that is a lot of time and a lot of money. But the single most important improvement in this new version of the engine. Editor framework, intutitive & fast workflows, features to simplify development
  10. Examples: Automatic LOD solutions or directly rendering giant meshes without LODs Physically based rendering
  11. Not the most sexy of topics, but the single most important one for game development Show undergrowth?
  12. Memory usage is major cliff, render to virtual memory/cache/edram?
  13. PantaRay - Fast Ray Traced Occlusion for Massive Scenes