SIGGRAPH 2020 Course

SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice

Syllabus

Wednesday, 26 August 2020, 8:30am - 12:00pm PDT

Course Summary

08:30 Some Thoughts on the Fresnel Term (Naty Hoffman) [slides]
09:00 Bringing an Accurate Fresnel to Real-Time Rendering… (Laurent Belcour) [slides] [notebook] [code] [supplemental] [project page]
09:20 MaterialX Physically Based Shading Nodes (Jonathan Stone and Niklas Harrysson) [slides: pptx, pdf]
09:40 Putting the Pieces Together: A Physically(ish) Based Approach to Material Composition (Lee Kerley) [slides: key, pdf]
10:00 Physically Based and Scalable Atmospheres in Unreal Engine (Sébastien Hillaire) [slides]
10:20 Samurai Shading in Ghost of Tsushima (Jasmin Patry) [slides: online, pdf] [supplemental]
11:00 Let’s Get Physical: The Hairy History of Shading at MPC (Rob Pieké, Igor Skliar and Will Earl) [slides]
11:30 Q & A

https://blog.selfshadow.com/publications/s2020-shading-course/

Moving Mobile Graphics - SIGGRAPH 2020

Title Presenter Slides/notes
Intro to Moving Mobile Graphics Jesse Barker (Unity) Annotated PDF
Mobile Graphics 101 Jesse Barker (Unity) Annotated PDF
Vulkan on Mobile Done Right Jose-Emilio Munoz-Lopez (Arm) Annotated PDF
Deferred Shading in Unity URP Kay-Leng Chang (Unity)

PDF

Large Voxel Landscapes on Mobile Arseny Kapoulkine (Roblox) PDF
High Quality, High Performance Graphics in Filament Romain Guy (Google) Annotated PDF / PDF (just slides) 

https://community.arm.com/developer/tools-software/graphics/b/blog/posts/moving-mobile-graphics

Advances in Real-time rendering - SIGGRAPH 2020

Advances in Real-Time Rendering in Games: Part I

Tuesday 25 August 2020 9am - 12:30pm PSTVirtual Conference


9:00 am PST

Natalya Tatarchuk (Unity Technologies)

Welcome and Introduction

9:13 am PST

Michal Drobot (Infinity Ward | Activision)

Software-Based Variable Rate Shading in Call of Duty: Modern Warfare

Materials (Updated: September 14th, 2020):  PPTX Slides (129MB)

10:25 am PST

Jean Geffroy (iD Software), Axel Gneiting (iD Software), Yixin Wang (iD Software)

Rendering the Hellscape of Doom Eternal

Materials (Updated: September 14th, 2020):  PDF Slides (11 MB)

11:10 am PST

Emmanuel Turquin (Unity Technologies)

From Ray to Path Tracing: Navigating through Dimensions

Materials (Updated: September 14th, 2020):  PPTX Slides (43MB)

12:00 pm PST

All speakers

Part I Closing Q&A

 

Advances in Real-Time Rendering in Games: Part II

Wednesday, 26 August 2020 1pm - 3:30pm PST  |  Virtual Conference

 

1:00 pm PST

Natalya Tatarchuk (Unity Technologies)

Welcome (And Welcome Back!)

1:03 pm PST

Peter-Pike Sloan (Activision), Ari Silvennoinen (Activision)

Precomputed Lighting Advances in Call of Duty: Modern Warfare

Materials (Updated: September 14th, 2020):  PPTX Slides (73 MB)

2:05 pm

Waylon Brinck (Naughty Dog), Qingzhou (Steven) Tang (Naughty Dog)

The Technical Art of The Last of Us Part II

Materials (Updated: September 14th, 2020):  PPTX Slides (156 MB)

3:00 pm

All speakers

Part II Q&A and Advances 2019 Closing Remarks

http://advances.realtimerendering.com/s2020/index.htm

原文地址:https://www.cnblogs.com/yusjoel/p/13588519.html