Closing Remarks for the SIGGRAPH 2021 Advances in Real-Time Rendering in Games course ( advances.realti...) which is the leading course bringing state-of-the-art and production-proven rendering techniques for fast, interactive rendering of complex and engaging virtual worlds of video games. This year the course includes speakers from the makers of several innovative games and game engines, such as Unity Technologies, Epic Games, Activision, Sucker Punch Productions and EA | SEED. The course will cover a variety of topics relevant to the practitioners of real-time rendering in games and other real-time 3D applications. The topics will cover diverse subjects such as real-time global illumination, atmospheric rendering and dynamic time of day management, advances in physically-based rendering, novel skylight model, improvements for spatial upscaling, and several approaches for handling large geometric complexities in real-time scenarios.
Course Organizer:
Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast at heart, currently focusing on driving the state-of-the-art rendering technology and graphics performance for the Unity engine as a Distinguished Technical Fellow and VP, AAA and Graphics Innovation, and, prior to that, led the Graphics team at Unity. Before that she was a AAA games developer, working on innovative cross-platform rendering engine and game graphics for Bungie’s Destiny franchise, as well the Halo series, such as Halo: ODST and Halo: Reach, and AMD Graphics Products Group where she pushed parallel computing boundaries investigating advanced real-time graphics techniques, and graphics hardware design and APIs. Natalya has been encouraging sharing in the games graphics community for several decades, largely by organizing a popular series of courses such as Advances in Real-time Rendering and Open Problems in Real-Time Rendering at SIGGRAPH, and convincing people to speak there. It seems to be working.
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