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"