SIGGRAPH 2020 Course: Physically Based Shading in Theory and Practice
Syllabus
Wednesday, 26 August 2020, 8:30am - 12:00pm PDT
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) | |
Large Voxel Landscapes on Mobile | Arseny Kapoulkine (Roblox) | |
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 PST | Virtual 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