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Two Decades of Progress in a Frame: SIGGRAPH's Advances in Real-Time Rendering in Games Turns 20
Two Decades of Progress in a Frame: SIGGRAPH's Advances in Real-Time Rendering in Games Turns 20

Yahoo

timea day ago

  • Entertainment
  • Yahoo

Two Decades of Progress in a Frame: SIGGRAPH's Advances in Real-Time Rendering in Games Turns 20

Now Entering Its Third Decade, SIGGRAPH's Advances in Real-Time Rendering in Games Course has Become the Premier Forum for Unveiling Cutting-edge Rendering Techniques That Power the Real-time Experiences of Today and Tomorrow. VANCOUVER, BC, Aug. 11, 2025 /PRNewswire/ -- SIGGRAPH 2025, taking place 10-14 August at the Vancouver Convention Centre, marks a milestone in the world of computer graphics with the 20th anniversary of the Advances in Real-Time Rendering in Games course, one of the most enduring and influential innovation forums in computer graphics. Since its debut in 2006, the course has served as a launchpad for groundbreaking rendering techniques that have fundamentally reshaped how artists, rendering engineers, and game developers simulate lighting, geometry, and motion in real-time applications, especially in video games. What began as a grassroots effort to bring together rendering engineers, game developers, and technical artists, has evolved into a global forum that bridges latest research insight with industry innovation and execution. The program has consistently spotlighted state-of-the-art techniques shaping the evolution of video games, virtual productions, architectural visualization, and interactive experiences at scale. "Advances in Real-Time Rendering in Games endures because it's more than a technical session, it's a living time capsule of the state of real-time rendering," said Natalya Tatarchuk, CTO of Activision, the longtime program organizer. "Every year, we bring together the visionaries, the tinkerers, the optimists who believe that you can push one more millisecond, one more polygon, one more texture. That culture of shared exploration is what makes it meaningful. It's a celebration of curiosity made concrete." A Legacy of InnovationInitially created to fill a gap in knowledge-sharing for game developers and real-time rendering practitioners, Advances in Real-Time Rendering in Games now influences the pipelines of top studios and game engines alike. The program has introduced many of the field's most transformative techniques, from screen-space ambient occlusion and physically based lighting to GPU-driven pipelines and neural-based global illumination, often years before they became mainstream. Key moments include the introduction of screen-space ambient occlusion by Crytek, which has become a foundational technique across real-time graphics, the debut of temporal anti-aliasing, the early exploration of compute-based rendering pipelines by Alex Evans, and groundbreaking GPU-driven pipeline talks from AMD and Ubisoft. More recently, innovations in global illumination (including using machine learning and neural compression) from Activision, along with production insights from technical artists at studios like Naughty Dog, just to name a few presented at the forum, have highlighted the course's consistent focus: showcasing not just novel techniques, but production-tested solutions shaped by real-world constraints. "Advances in Real-Time Rendering in Games doesn't just spotlight the victories of innovation, the program dives deeper," Tatarchuk explained. "We explore the limitations, we surface the intuition behind the techniques, and share the tradeoffs behind the choices made, talking openly about what didn't work and why. That culture of shared exploration is what makes Advances in Real-Time Rendering in Games meaningful, it's a place where we all learn together, not just from success, but from the honest, hard-earned lessons, too." 2025 LineupThis year's two-part course, held on Tuesday, 12 August, in the morning and afternoon, will feature a special 20-year retrospective by Tatarchuk, along with the following cutting-edge presentations: Activision will present a novel solution for order-independent transparency developed for "Call of Duty®", addressing a longstanding challenge in real-time graphics with a scalable and performant algorithm tailored for unpredictable player-driven scenes. Ubisoft will share technical insights from "Assassin's Creed Shadows", where the team successfully merged ray tracing and global illumination techniques within a complex open-world pipeline, showcasing the intersection of cinematic quality and expansive interactivity. MachineGames will reveal how it achieved film-quality rendering at 60+ frames per second across platforms in "Indiana Jones and the Great Circle" using strand-based hair as the sole solution for human hair, leveraging GPU optimizations to deliver film-quality visuals across a wide range of hardware. id Software will showcase how idTech 8's real-time global illumination replaced pre-baked lighting to accelerate workflows, boost artistic flexibility, and power "DOOM: The Dark Age" at 60Hz or higher on all platforms. HypeHype will present a novel stochastic tile-based lighting algorithm that enables fully dynamic, fixed-cost local lighting with shadows, even on low-end mobile GPUs, empowering user-generated content across devices by delivering high-performance, scalable lighting with minimal technical overhead for creators. NVIDIA will unveil a hybrid real-time subsurface scattering technique that combines volumetric path tracing and a new physically based diffusion model, enhanced with ReSTIR sampling, to deliver near path-traced quality for lifelike skin and translucent materials at interactive frame rates. Epic Games will showcase MegaLights, a new stochastic direct lighting system in Unreal Engine 5 that enables artists to place vastly more dynamic, shadowed area lights while maintaining performance and realism on ray-tracing-enabled platforms and current-gen consoles through a fully scalable, hardware-conscious pipeline. Looking Forward: The Next Era of Real-TimeAs the Advances in Real-Time Rendering in Games course enters its third decade, the field faces both complexity and opportunity. "We are at a significant inflection point. We haven't yet exhausted the potential of traditional GPU pipelines, and we're still learning how to better parallelize and scale real-time systems for truly dynamic content," said Tatarchuk. "At the same time, we're facing increasing platform fragmentation, which means we need rendering solutions that are deeply scalable, capable of delivering consistent fidelity across a vast range of hardware generations. And then there's generative AI, which is the wild card." With advancements in generative AI, real-time pipelines could be poised for disruption. Meanwhile, real-time methods originally forged for gaming are increasingly influencing film, virtual production, and simulation, a cross-pollination first envisioned in the program's earliest days. "The one thing that hasn't changed, and for Advances in Real-Time Rendering in Games it is non-negotiable, is that every frame is still built under a promise that it will respond to the player; that their interaction matters, and it isn't predetermined," Tatarchuk explained. "That is the core of what we mean by real-time. And that is why the field, in my opinion, remains so creatively and technically exciting and challenging." To dive deeper into the evolution and future of real-time rendering in games, listen to "SIGGRAPH Spotlight: Episode 76 – Creating a Lasting Impact With Real-Time Rendering", featuring program organizer Natalya Tatarchuk, and explore the full Advances in Real-Time Rendering in Games schedule at About ACM, ACM SIGGRAPH, and SIGGRAPH 2025The Association for Computing Machinery (ACM) is the world's largest educational and scientific computing society, uniting educators, researchers, and professionals to inspire dialogue, share resources, and address the field's challenges. SIGGRAPH is a special interest group within ACM that serves as an interdisciplinary community for members in research, technology, and applications in computer graphics and interactive techniques. The SIGGRAPH conference is the world's leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques. SIGGRAPH 2025, the 52nd annual conference hosted by ACM SIGGRAPH, will take place live 10–14 August at the Vancouver Convention Centre, along with a Virtual Access option. View original content to download multimedia: SOURCE SIGGRAPH 2025

Ubisoft Still Working On That Prince Of Persia Remake That Was Announced In 2020
Ubisoft Still Working On That Prince Of Persia Remake That Was Announced In 2020

Yahoo

time17-06-2025

  • Entertainment
  • Yahoo

Ubisoft Still Working On That Prince Of Persia Remake That Was Announced In 2020

Remember that Prince of Persia: The Sands of Time remake Ubisoft announced back in 2020? The one that was supposed to launch four years ago? Well, it's still in development according to a new update from the publisher after the game was a no-show during Summer Game Fest. Back in September 2020, Ubisoft announced a remake of 2003's Prince of Persia: The Sands of Time. It was set to launch in 2021 and was being developed by Ubisoft Pune and Ubisoft Mumbai. But then in December 2020, the game was delayed until March 2021. In February 2021, it was delayed again with no new release date given. Over a year later, in May 2022, Ubisoft announced that Ubisoft Montréal—the studio behind the original Sands of Time—was taking over the project. And it was then revealed that development on the remake was essentially starting over. At Summer Game Fest 2024, Ubisoft re-announced the Sands of Time remake with a tiny teaser and a new 2026 release date. That brings us to today, when Ubisoft really wants you all to know that things are going great. Promise! On June 16, over a week after Summer Game Fest 2025 wrapped up, Ubisoft shared a small update about the Sands of Time remake. Some fans were nervous that the game might have been delayed again or canceled after it went unmentioned during any SGF-related event or showcase. Ubisoft has now said that's not the case, claiming the game is still 'deep' in development. 'Yep, we're still deep in the game — exploring, building, and ensuring the sands move with purpose,' said Ubisoft on Monday. 'This game is being crafted by a team that truly cares, and they're pouring their hearts (and a lot of coffee) into every step. Thank you for sticking with us.' In a follow-up message on Twitter, Ubisoft told people to go check out a different, already released entry in the series, The Rogue Prince of Persia, while 'development continues behind the scenes.' you go. Ubisoft is still remaking Prince of Persia: The Sands of Time. If it lands its 2026 release date, it will be out just in time to celebrate the original game's 23-year anniversary. . For the latest news, Facebook, Twitter and Instagram.

Pokémon Scarlet and Violet's much-needed performance patches are launching with the Switch 2.
Pokémon Scarlet and Violet's much-needed performance patches are launching with the Switch 2.

The Verge

time29-05-2025

  • Entertainment
  • The Verge

Pokémon Scarlet and Violet's much-needed performance patches are launching with the Switch 2.

Charles Pulliam-Moore While the next big Pokémon game won't be releasing until later this year, Nintendo's Japanese site says that we can expect to see Scarlet and Violet getting their long-awaited patches that will improve the games' frame rates, visuals, and draw distances on June 5 just in time for the Switch 2's big debut. 『Pokémon LEGENDS Z-A』が10月16日に発売決定。ダウンロード版は6月5日から予約開始。 | トピックス | Nintendo [

PlayStation Executive Jade Raymond Leaves Studio She Founded
PlayStation Executive Jade Raymond Leaves Studio She Founded

Bloomberg

time15-05-2025

  • Entertainment
  • Bloomberg

PlayStation Executive Jade Raymond Leaves Studio She Founded

Jade Raymond, the founder and head of Sony Group Corp. 's game developer Haven Studios, has left the company. PlayStation leadership didn't give Haven staff a reason for her departure, but it came several weeks after an external test of Haven's first game, the online shooter Fairgames, according to people with knowledge of the matter. Some developers at Haven were concerned about how the game was received and its progress, said the people, who asked not to be identified because they aren't authorized to speak publicly.

Square Enix cancels Kingdom Hearts mobile game
Square Enix cancels Kingdom Hearts mobile game

The Verge

time14-05-2025

  • Entertainment
  • The Verge

Square Enix cancels Kingdom Hearts mobile game

Square Enix has announced that it is cancelling the mobile spinoff Kingdom Hearts Missing-Link. In a statement on the game's website, Square Enix apologized to fans who were anticipating the game. The announcement also mentioned that Square was still hard at work on Kingdom Hearts IV perhaps to allay fears that this cancellation might indicate problems for other games in the sprawling Disney video game series. Kingdom Hearts: Missing-Link was announced in 2022 alongside Kingdom Hearts IV. It was billed as a mobile action game that made use of GPS technology to give players the ability to 'travel the world without stepping outside,' according to one trailer. However, apparently that goal was a bit too lofty as Square Enix wrote, 'We determined that it would be difficult for us to offer a service that players would find satisfactory over a long period of time, leading us to the decision to cancel development.' Square Enix's statement provided insight as to the reason for a game's cancellation – something most game studios do not often offer. And while making any game is a miracle, making a successful live-service game is like asking for lightning to strike the head of a pin in a forest. After all, how many live-service games (some of them even made by Square Enix itself) were released only to die shortly thereafter while the concurrent player counts for Fortnite, Roblox, and Call of Duty remain largely unmoved. So it's a rare and refreshing bit of honesty, especially in an industry as opaque as game development, that Square Enix was willing to name the reason for cancelling Missing-Link and I hope more studios follow suit in the future. But it's not all bad news for Square Enix. As reported by Gematsu, Square has also started a new partnership with the Tokyo Broadcasting System Television. Known as TBS, it's a Japanese TV and media company which produced Takeshi's Castle – an internationally popular physical competition show known in the US as Most Extreme Elimination Challenge or MXC. TBS started its own games division in 2023 and with Square Enix, the two companies will work on a new gaming property.

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