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Course Description


Advances in real-time graphics research and the increasing power of mainstream GPUs has generated an explosion of innovative algorithms suitable for rendering complex virtual worlds at interactive rates. This course will focus on the interchange of ideas from game development and graphics research, demonstrating converging algorithms enabling unprecedented visual quality in real-time. This course will focus on recent innovations in real-time rendering algorithms used in shipping commercial games and high-end graphics demos. Many of these techniques are derived from academic work which has been presented at SIGGRAPH in the past and we seek to give back to the SIGGRAPH community by sharing what we have learned while deploying advanced real-time rendering techniques into the mainstream marketplace.

This course was introduced to SIGGRAPH community last year and it was extremely well received. Our lecturers have presented several innovative rendering techniques – and you will be able to find many of those techniques shine in the upcoming state-of-the-art games shipping this year and even see the previews of those games in this year’s Electronic Theater. This year we will bring an entirely new set of techniques to the table, and even more of them are coming directly from the game development community, along with industry and academia presenters.

The second-year version of this course will include state-of[1]the-art real-time rendering research as well as algorithms implemented in several award[1]winning games and will focus on general, optimized methods applicable in variety of applications including scientific visualization, offline and cinematic rendering, and game rendering. Some of the topics covered will include rendering face wrinkles in real-time; surface detail maps with soft self-shadowing and fast vector texture maps rendering in Valve’s SourceTM engine; interactive illustrative rendering in Valve’s Team Fortress 2. This course will cover terrain rendering and shader network design in the latest Frostbite rendering engine from DICE, and the architectural design and framework for direct and indirect illumination from the upcoming CryEngine 2.0 by Crytek. We will also introduce the idea of using GPU for direct computation of non-rigid body deformations at interactive rates, along with advanced particle dynamics using DirectX10 API.

We will provide an updated version of these course notes with more materials about real-time tessellation and noise computation on GPU in real-time, downloadable from ACM Digital Library and from AMD ATI developer website prior to SIGGRAPH.

 

Previous years’ Advances course slides: go here

 

Syllabus

 

Welcome and Introduction to Advances in Real-Time Rendering in 3D Graphics and Games
Natalya Tatarchuk (AMD)

Real-Time Particle System on the GPU in Dynamic Environments
Shanon Drone (Microsoft)

Dynamic Deformation Textures
Nico Galoppo (UNC)

Surface Detail Maps with Soft Self-Shadowing
Chris Green (Valve)

Simple, Fast Vector Texture Maps on GPU
Chris Green (Valve)

Real-Time Tessellation on GPU
Natalya Tatarchuk (AMD)

Tessellation in Viva Piñata
Michael Boulton, Rare

Illustrative Rendering in Team Fortress 2
Jason L. Mitchell (Valve)

Frostbite Rendering Architecture and Case Study: Terrain Rendering
Johan Andersson (DICE)

Real-Time Wrinkles
Chris Oat (AMD)

Finding Next Gen - CryEngine2
Martin Mittring (Crytek)

Closing Remarks
Natalya Tatarchuk (AMD)

 

Prerequisites

 

This course is intended for graphics researchers, game developers and technical directors. Thorough knowledge of 3D image synthesis, computer graphics illumination models, the DirectX and OpenGL API Interface and high-level shading languages and C/C++ programming are assumed.

 

Intended Audience

 

Technical practitioners and developers of graphics engines for visualization, games, or effects rendering who are interested in interactive rendering.

Course Organizer

 

Natalya Tatarchuk is a staff research engineer leading the research team in AMD's 3D Application Research Group, where pushes the GPU boundaries investigating innovative graphics techniques and creating striking interactive renderings leading the research team. In the past she led the creation of the state-of-the-art realistic rendering of city environments in ATI demo “ToyShop” and has been the lead for the tools group at ATI Research. Natalya has been in the graphics industry for years, having previously worked on haptic 3D modeling software, scientific visualization libraries, among others. She has published multiple papers in various computer graphics conferences and articles in technical book series such as ShaderX and Game Programming Gems and has presented talks at SIGGRAPH and at Game Developers Conferences worldwide, amongst others. Natalya holds BAs in Computers Science and Mathematics from Boston University.

 

 

Talks

Real-Time Particle Systems on the GPU in Dynamic Environments
A group of small red dots

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Abstract:  

This presentation details methods for simulating advanced particle systems entirely on the GPU, enabling complex interactions between particles and their environments in real time. The approach leverages non-parametric particle systems, which integrate acceleration and velocity over time to allow for dynamic, responsive behavior beyond the constraints of analytical motion paths. Key techniques include GPU-based storage and double buffering of particle states, N-body interactions using force splatting, flocking behaviors with collision avoidance and alignment via mip-map averaging, and environmental reactivity through both spherical and arbitrary-object collision handling using volume textures. The talk also explores bidirectional interactions, where particles influence scene appearance, such as painting effects, while maintaining high performance. By exploiting modern GPU features such as geometry shaders, texture arrays, and instancing, this work demonstrates how particle systems can achieve high fidelity, scalability, and responsiveness for games, simulations, and interactive applications.

 

Speaker Bio:

Shanon Drone is a software developer at Microsoft. Shanon joined Microsoft in 2001 and has recently been working on Direct3D 10 samples and applications. He spends a great deal of his time researching and implementing new and novel graphics techniques.

 

Materials: PowerPoint Slides (5.6 MB), PDF Slides (3.3 MB), Course Notes (1.9 MB)

https://doi.org/10.1145/1281500.1281670

 

Dynamic Deformation Textures

Abstract:  

This presentation introduces a GPU-accelerated framework for simulating deformable models in real time through the use of dynamic deformation textures. The method focuses on efficiently modeling complex surface deformations resulting from contact, such as dents, footprints, and other localized changes, without requiring high-resolution mesh modifications. By encoding deformation data into textures and leveraging parallel GPU processing, the approach achieves high visual detail with minimal computational overhead, making it well suited for interactive applications such as games and simulations. The talk covers the underlying physical modeling, data representation strategies, and rendering techniques, along with examples demonstrating integration into existing graphics pipelines. This technique enables realistic, responsive deformations that can be applied to a variety of materials and geometries, maintaining both performance and visual fidelity across diverse hardware platforms.

 

Speaker Bio:

Nico Galoppo is currently a PhD. student in the GAMMA research group at the UNC Computer Science Department, where his research is mainly related to physically based animation and simulation of rigid, quasi-rigid and deformable objects, adaptive dynamics of articulated bodies, hair rendering, and many other computer graphics related topics. He also has experience with accelerated numerical algorithms on graphics processors, such as matrix decomposition. His advisor is Prof. Ming C. Lin and he is also in close collaboration with Dr. Miguel A. Otaduy v (ETHZ). Nico has published several peer-reviewed papers in various ACM conference proceedings had he has presented his work at the SIGGRAPH and ACM Symposium of Computer Animation conferences. Nico grew up in Belgium and holds an MSc in Electrical Engineering from the Katholieke Universiteit Leuven.

 

Materials: Course Notes (0.98 MB)

https://doi.org/10.1145/1281500.1281669

 

Surface Detail Maps with Soft Self-Shadowing

A screenshot of a video game

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Abstract:

This presentation introduces an enhanced radiosity normal mapping technique that integrates directional self-shadowing into bump-mapped surfaces without increasing texture memory usage or reducing performance. By pre-baking the lighting basis directly into bump map data, the method allows both static radiosity and dynamic light sources to benefit from soft, directionally accurate occlusion. The approach encodes directional ambient occlusion directly into the RGB channels of the normal map, enabling realistic shading effects such as bent normals and diffuse self-shadowing while improving anti-aliasing, filtering, and numeric precision. The system is compatible with existing art pipelines, works on older hardware, and can generate maps from procedural, modeled, or captured height data. Used extensively in titles such as Half-Life 2: Episode 2 and Team Fortress 2, this technique provides a practical, artist-friendly solution for achieving high-quality surface detail and lighting realism in real-time rendering.

 

Speaker Bio:

Chris Green is a software engineer at Valve and has been working on the Half-Life 2 series and Day of Defeat. Prior to joining Valve, Chris Green worked on such projects as Flight Simulator II, Ultima Underworld, the Amiga OS, and Magic: The Gathering Online. He ran his own development studio, Leaping Lizard Software, for 9 years.

 

Materials: PDF Slides (0.5MB), Course Notes (0.15 MB)

 

Simple, Fast Vector Texture Maps on GPU

A video game screen shot of a building

AI-generated content may be incorrect.

 

Abstract: A simple and efficient method is presented which allows improved rendering of glyphs composed of curved and linear elements. A distance field is generated from a high-resolution image and then stored into a channel of a lower-resolution texture. In the simplest case, this texture can then be rendered simply by using the alpha-testing and alpha-thresholding feature of modern GPUs, without a custom shader. This allows the technique to be used on even the lowest-end 3D graphics hardware.

With the use of programmable shading, the technique is extended to perform various special effect renderings, including soft edges, outlining, drop shadows, multi-colored images, and sharp corners.

 

Speaker Bio:

Chris Green is a software engineer at Valve and has been working on the Half-Life 2 series and Day of Defeat. Prior to joining Valve, Chris Green worked on such projects as Flight Simulator II, Ultima Underworld, the Amiga OS, and Magic: The Gathering Online. He ran his own development studio, Leaping Lizard Software, for 9 years.

 

Materials: PowerPoint Slides (5.3 MB), PDF Slides (0.9MB), Course Notes (0.25 MB)

https://doi.org/10.1145/1281500.1281665

 

Real-Time Tessellation on GPU
A screenshot of a computer

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Abstract:  

This presentation explores the use of hardware tessellation to achieve high-detail, film-quality character rendering in real time. It describes a pipeline in which coarse artist-created control meshes are dynamically subdivided on the GPU, enabling adaptive triangle density based on camera distance and screen-space error metrics. The approach supports displacement mapping, detailed surface shading, and seamless integration of complex normal and bump maps, while maintaining consistent performance across varying levels of detail. Key topics include tessellation algorithms, displacement mapping workflows, efficient GPU data management, and rendering optimizations for dynamic characters. By leveraging dedicated tessellation hardware, this technique bridges the gap between offline-quality models and interactive performance, allowing for richly detailed and responsive characters in modern game engines.

 

Speaker Bio:

Natalya Tatarchuk is a staff research engineer leading the research team in AMD's 3D Application Research Group, where pushes the GPU boundaries investigating innovative graphics techniques and creating striking interactive renderings leading the research team. In the past she led the creation of the state-of-the-art realistic rendering of city environments in ATI demo “ToyShop” and has been the lead for the tools group at ATI Research. Natalya has been in the graphics industry for years, having previously worked on haptic 3D modeling software, scientific visualization libraries, among others. She has published multiple papers in various computer graphics conferences and articles in technical book series such as ShaderX and Game Programming Gems and has presented talks at SIGGRAPH and at Game Developers Conferences worldwide, amongst others. Natalya holds BAs in Computers Science and Mathematics from Boston University.

 

Materials: PowerPoint Slides (20 MB), PDF Slides (14.8 MB)

https://doi.org/10.1145/1281500.1361219

Tessellation in Viva Piñata
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Abstract:  

This presentation describes the tessellation techniques developed for Viva Piñata on the Xbox 360 to manage the game’s high scene complexity and demanding GPU workloads. Despite its stylized look, the title features unified shadowing, volumetric rendering, and expensive shaders, making efficient level-of-detail management essential. The talk focuses on edge-based tessellation of the game’s central “diggable surface,” dynamically adjusting tessellation factors based on screen-space edge length to preserve visual quality near the player while rapidly reducing detail with distance. The method also incorporates optimizations such as disabling tessellation for off-screen tiles, handling attribute interpolation issues with auxiliary textures, and using vertex shader filtering to avoid artifacts at terrain-water transitions. By combining visual fidelity with performance-conscious design, the approach ensures consistent frame rates while maintaining the game’s rich and interactive environments.

 

Speaker Bio:

Michael (“Mike”) Boulton is a graphics engineer who worked at Rare/Microsoft Game Studios and later at 343 Industries. He presented “Tessellation in Viva Piñata” at the SIGGRAPH 2007 “Advanced Real-Time Rendering in 3D Graphics and Games” course while a Senior Software Engineer at Rare/MGS.

His shipped credits include Viva Piñata (2006), Banjo-Kazooie: Nuts & Bolts (2008), Halo: Reach (2010), Halo 4 (2012), and Halo 5 projects, culminating in Graphics Engineering leadership roles at 343 Industries.

Materials: PowerPoint Slides (4 MB), PDF Slides (0.8 MB), video (25 MB)

https://doi.org/10.1145/1281500.1361219



Illustrative Rendering in Team Fortress 2

A group of people holding guns

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Abstract: We present a set of artistic choices and novel real-time shading techniques which support each other to enable the unique rendering style of the game Team Fortress 2. Grounded in the conventions of early 20th century commercial illustration, the look of Team Fortress 2 is the result of tight collaboration between artists and engineers. In this paper, we will discuss the way in which art direction and technology choices combine to support artistic goals and gameplay constraints. In addition to achieving a compelling style, the shading techniques are designed to quickly convey geometric information using rim highlights as well as variation in luminance and hue, so that game players are consistently able to visually "read" the scene and identify other players in a variety of lighting conditions.

 

Speaker Bio:

Jason L. Mitchell is a software developer at Valve, where he works on real-time graphics techniques for all of Valve's projects. Prior to joining Valve in 2005, Jason worked at ATI for 8 years, where he led the 3D Application Research Group. He received a BS in Computer Engineering from Case Western Reserve University and an MS in Electrical Engineering from the University of Cincinnati.

 

Materials: PowerPoint Slides (10.2 MB), PDF Slides (2.8 MB), Course Notes (0.4 MB)

https://doi.org/10.1145/1274871.1274883


Frostbite Rendering Architecture and Case Study: Terrain Rendering

A river running through a valley

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Abstract:  

This presentation explores modern techniques for efficient, high-quality terrain rendering, focusing on scalability from small-scale environments to expansive, real-time landscapes. It examines the core challenges of rendering large terrains - such as memory management, level-of-detail (LOD) transitions, geometric complexity, and texturing - while maintaining interactive frame rates. The talk presents a structured pipeline that integrates GPU-friendly data structures, chunked LOD meshes, and view-dependent refinement strategies to optimize both performance and visual fidelity. Special attention is given to handling vast heightfield data sets, procedural detail generation, and minimizing popping artifacts through geomorphing and texture blending. By combining algorithmic optimizations with hardware-conscious design, the approach enables robust terrain rendering suitable for simulations, games, and virtual environments, delivering consistent results across varied hardware platforms.

 

Speaker Bio:

Johan Andersson is a self-taught senior software engineer/architect in the central technology group at DICE. For the past 7 years he has been working on the rendering and core engine systems for games in the RalliSport and Battlefield series. He now drives the rendering side of the new Frostbite engine for the pilot game Battlefield: Bad Company (Xbox 360, PS3). Recent contributions include a talk at GDC about graph-based procedural shading.

 

Materials: PowerPoint Slides (18.2 MB), PDF Slides (8.4 MB), Course Notes (1.6 MB)

https://doi.org/10.1145/1281500.128166

 

Animated Wrinkle Maps

A person in a red jacket and a white helmet

AI-generated content may be incorrect. 

Abstract: An efficient method for rendering animated wrinkles on a human face is presented. This method allows an animator to independently blend multiple wrinkle maps across multiple regions of a textured mesh such as the female character shown in above. This method is efficient in terms of computation as well as storage costs and is easily implemented in a real-time application using modern programmable graphics processors.

Speaker Bio:

Chris Oat is a staff engineer in AMD's 3D Application Research Group where he is the technical lead for the group's demo team. In this role, he focuses on the development of cutting-edge rendering techniques for leading edge graphics platforms. Christopher has published several articles in the ShaderX and Game Programming Gems series and has presented his work at graphics and game developer conferences around the world.

 

Materials: PowerPoint Slides (13 MB), PDF Slides (2.8 MB), Course Notes (0.15 MB)

https://doi.org/10.1145/1281500.128166



 

Finding Next Gen - CryEngine2

A video game of a jungle

AI-generated content may be incorrect.

Abstract:  

This presentation examines the architectural and rendering innovations behind CryEngine 2, designed to deliver next-generation real-time graphics for large-scale interactive worlds. It covers the engine's unified rendering pipeline, dynamic lighting and shadowing systems, and advanced material framework that supports complex shader combinations. The talk highlights techniques for high-fidelity vegetation rendering, seamless indoor-outdoor transitions, and efficient streaming of massive environments. Special emphasis is placed on deferred lighting, parallax occlusion mapping, volumetric effects, and procedural systems that enhance realism while maintaining performance. By integrating scalability across hardware tiers with artist-friendly workflows, CryEngine 2 demonstrates how cutting-edge rendering features can be balanced with the practical demands of production, enabling richly detailed and immersive virtual environments.

 

Speaker Bio:

Martin Mittring is a software engineer and member of the R&D staff at Crytek. Martin started his first experiments early with text-based computers, which led to a passion for computers and graphics in particular. He studied computer science and worked in one other German games company before he joined Crytek. During the development of Far Cry he was working on improving the PolybumpTM tools and became lead network programmer for that game. His passion for graphics brought him back to former path and so he became lead graphics programmer in R&D. Currently he is busy working on the next iteration of the engine to keep pushing future PC and next-gen console technology.

 

Materials: PowerPoint Slides (13 MB), PDF Slides (2.3 MB), Course Notes (1.5 MB)



 

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