Crytek's HPG 2010 presentation is available at http://www.crytek.com/fileadmin/user_upload/inside/presentations/2010_HPG_Keynotes/Notes.ppt According to the slides, Crytek is already using sparse voxel octree in the game asset pipeline. Because they are Crytek, they are also researching a variation on SVO, called the sparse surfel octree (I vaguely remember surfels from Michael Bunnell's point based ambient occlusion and indirect lighting technique in GPU Gems 2). I wonder what that is going to look like.
There are a few slides on server side rendering, which could "drastically change the direction" of the real-time rendering pipeline.
Other interesting tidbits:
- a configurable hardware scheduler which could make raytracing much faster
- Larrabee 2 still in the race for next-gen consoles?
- DX11 Compute Shaders suck
- Perception-driven graphics are the key to more efficient use of rendering resources (this is a very interesting future direction)
5 comments:
Besides all the very interesting technology discussion, my PhD is about perception based rendering using gaze tracking and visual attention model (saliency map, top-down simulation, etc) and this is funny to see that Crytek is interested in such things.
I can't talk yet about my last paper because it is still under review but there is some clues on my PhD website. :)
Thanks for the tip! I'm off to reading your website.
btw, at HPG 2010 there was a brief presentation by Alan Chalmers, who is also researching visual attention and perception: [url]http://www.highperformancegraphics.org/media/Panel/HPG2010_Panel_Chalmers.pdf[/url]
Yes, I have to read his presentation. And Alan Chalmers has accepted to be one of the jury member when I will defend my PhD. :)
Coincidence!
An updated location for the HPG 2010 Presentation Notes:
http://www.crytek.com/sites/default/files/Notes.ppt
:-)
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