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SIGGRAPH 2021 REAC: Unity Rendering Architecture 2 года назад


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SIGGRAPH 2021 REAC: Unity Rendering Architecture

In this talk we will describe the design principles and goals for the Unity rendering engine architecture, as well as delve into the evolution of the architecture toward more flexibility and extensibility, while targeting wide platform reach with performance. Part of SIGGRAPH 2021 Rendering Engine Architecture in Games course (http://enginearchitecture.realtimeren.... In the presentation, we will describe the core details of the scriptable render pipeline architecture and its design principles, and how we are extending the low level rendering architecture to take advantage of improved performance through data-oriented technology stack with the hybrid renderer architecture for Unity engine. Speakers: Sebastian Aaltonen is the lead of the Unity hybrid rendering graphics team. Formerly he worked at Ubisoft developing modern high performance GPU-driven rendering pipelines for AAA console games. Timothy Cooper is currently the Principal Graphics Engineer in the Graphics Innovation Group at Unity, focusing on developing novel rendering scalable pipelines for next-generation Unity graphics. Previously, he was the Director of Graphics Foundation Team at Unity, where he led a number of teams working on scalable and performant rendering technologies that scales across all the platforms that Unity supports. Tim has previously worked at 2K on the Bioshock series of games where he worked on graphics, consoles, and technical programming for the company. Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast at heart, currently focusing on driving the state-of-the-art rendering technology and graphics performance for the Unity engine as a Distinguished Technical Fellow and VP, AAA and Graphics Innovation, and, prior to that, led the Graphics team at Unity. Before that she was a AAA games developer, working on innovative cross-platform rendering engine and game graphics for Bungie’s Destiny franchise, as well the Halo series, such as Halo: ODST and Halo: Reach, and AMD Graphics Products Group where she pushed parallel computing boundaries investigating advanced real-time graphics techniques, and graphics hardware design and APIs. Natalya has been encouraging sharing in the games graphics community for several decades, largely by organizing a popular series of courses such as Advances in Real-time Rendering and Open Problems in Real-Time Rendering at SIGGRAPH, and convincing people to speak there. It seems to be working.

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