GDC + VRDC@GDC 2018 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

"Advances in Real-Time Voxel-Based GI" & "Temporal Super-Resolution" (Presented by NVIDIA)

Sponsor Speakers:

Alexey Panteleev (Senior Developer Technology Engineer, NVIDIA)

Rahul Sathe (Senior Developer Technology Engineer, NVIDIA)

Marco Salvi (Principal Research Scientist, NVIDIA)

Location: Room 3022, West Hall

Date: Wednesday, March 21

Time: 3:30pm - 4:30pm

Pass Type: All Access, GDC Conference + Summits, GDC Conference, GDC Summits, Expo Plus, Audio Conference + Tutorial, Educators Summit, Indie Games Summit - Get your pass now!

Topic: Programming

Format: Sponsored Session

Vault Recording: TBD

Audience Level: All

Advances in Real-Time Voxel-Based GI (Alexey Panteleev, NVIDIA) (Rahul Sathe, NVIDIA)
Voxel based lighting has been around for a few years, but very few games have actually used it so far. In this session, we're going to discuss VXGI, the Nvidia's voxel based lighting solution, and uncover some recent improvements that aim to make it more practical and useful even for VR games on present day graphics hardware. We will also discuss how simple, planar area lights can be efficiently implemented with a combination of voxel-based occlusion and analytic irradiance calculations.

Temporal Super-Resolution (Marco Salvi, NVIDIA)
Marco Salvi will present a simple, but powerful extension to temporal anti-aliasing that combine anti-aliasing and super-resolution. The resulting algorithm, TSRAA, adds only a small runtime cost, is easier to integrate into a rendering engine than complex schemes like checkerboarding, and allows for flexible amounts of super-resolution.

Takeaway

Advances in Real-Time Voxel-Based GI (Alexey Panteleev, NVIDIA) (Rahul Sathe, NVIDIA)
In this session, we will discuss VXGI, the Nvidia's voxel based lighting solution, and uncover some recent improvements that aim to make it more practical and useful even for VR games on present day graphics hardware. We will also discuss how simple, planar area lights can be efficiently implemented with a combination of voxel-based occlusion and analytic irradiance calculations.

Temporal Super-Resolution (Marco Salvi, NVIDIA)
Simple but powerful extension to temporal anti-aliasing that combine anti-aliasing and super-resolution. The resulting algorithm, TSRAA, adds only a small runtime cost, is easier to integrate into a rendering engine than complex schemes like checkerboarding, and allows for flexible amounts of super-resolution.