Pickup from SIGGRAPH 2015 Advanced Program

Cources

Game
  • "Advances in Real-Time Rendering, Part I"
  • "Advances in Real-Time Rendering, Part II"
  • "An Overview of Next-Generation APIs"
  • "Physically Based Shading in Theory and Practice"
  • "Open Problems in Real-Time Rendering"
  • "Real-Time Rendering of Physically Based Optical Effects in Theory and Practice"
  • "Bullet Physics Simulation"
Production
  • "The Path-Tracing Revolution in the Movie Industry"
  • "Denoising Your Monte Carlo Renders: Recent Advances in Image-Space Adaptive Sampling and Reconstruction"
  • "Multi-Threading for Visual Effects"
  • "OpenVDB"
  • "Real-Time Many-Light Management and Shadows With Clustered Shading"

Production Sessions

  • "Building San Fransokyo: Creating the World of Disney’s “Big Hero 6”"
  • "Disney Pixar’s “Lava”: Moving Mountains"
  • "Double Negative Presents: The Visual Effects of “Interstellar”"
  • "Inside the Mind: The Making of Disney•Pixar’s “Inside Out"
  • "Weta Digital Presents: Over 20 Years of Creativity and Innovation"

Talks

Game
  • "Killing Monsters: Behind the Scenes of the Witcher 3"
  • "Bringing Worlds to Life: Inside the Minds of Avalanche Studios"
  • "Traveling Light"
  • "Labs R&D: The Rendering Techniques of Deus EX: Mankind Divided and Rise of the Tomb Raider"
  • "On and Under the Surface"
  • "Behind the Cinematics of Blizzard Entertainment’s Overwatch"
  • "Supernatural"
  • "Leap of Faith: The World of Mirror’s Edge"
Production
  • "Inside Your Head and Out of This World"
  • "Crowds and Complexity"
  • "Off the Beaten Path (Tracing)"

Studio

Game
  • Building Fantastic Worlds, Studio Games Talks 1 : "The Art of The Witness"

Technical Papers

  • Rendering Complex Appearance : "The SGGX Microflake Distribution"
  • Sampling & Filtering : "Gradient-Domain Path Tracing"