Modern video games employ a variety of sophisticated algorithms to produce groundbreaking 3D rendering pushing the visual boundaries and interactive experience of rich environments. These algorithms execute in a variety of rendering engines, which serve diverse needs, from a wide range of frame rates, on a deeply fragmented hardware ecosystem. The goal for this course is to share pragmatic presentations about the design decisions and architectures for the real-time game engines, with the emphasis on production-proven approaches.
This is the set of courses to attend if you are in the game development industry or want to learn the details of rendering engine architecture for real-time experiences!
Organizers
Steve McAuley, Lead Rendering Programmer, Sony Santa Monica Studio
Angelo Pesce, Director of Rendering Engineering, Roblox
Natalya Tatarchuk, Distinguished Technical Fellow and VP, AAA and Graphics Innovation, Unity Technologies
Michael Vance, CTO, Activision Publishing
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