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Latest comments
by Vilaskis
3 hours ago

Thank you Richard. If I find some more ways to improvise for optimization, then I'll tell you definitely

by janelle
3 hours ago

would love to see the substance graph.

by Richard
5 hours ago

The visual shader system will be great for modular asset pack makers. You see some incredibly high quality modular asset packs on the Unreal store, whilst the ones for Unity are so-so, which I think is down to the ease of creating shaders on Unreal vs Unity. Alternatively you have to make your shaders in something like Uber Shader system which immediately splits your customer base.

Real-time Photorealism
26 July, 2017
News

Technical Artist Rense de Boer shared some of the new amazing ways to advance real-time graphics. Make sure to follow Rense on Twitter and Facebook!

There’s something going on in Sweden. This country (among many others, to be fair) is contributing a lot into the huge advances in the visual tech. You’ve got Megascans, who are democratizing photogrammetry and scanned assets. You’ve got DICE, who’s building some impressive AAA blockbusters, like Star Wars: Battlefront 2. There’s Massive Entertainment, a studio which created  Tom Clancy’s The Division and the amazing Snowdrop Engine. And Sweden is also home to Rense de Boer (mostly known as Rense) – one very talented technical artist, who’s actually killing it in the field of real-time rendering. For a while, Rense was the Technical Artist and Technical Art Director at DICE.

A couple of hours ago he published a little video and som images, which show some of the recent things he did. All the environments he created run at 30 frames per second in 4K, VXGI and with EPIC settings. HD can run at 60 FPS. 

Over the last years, I have been focused on advancing real time graphics by improving the quality of content. During this time I looked at the possibility of realism and breaking current workflow to try and increase the visual quality of games. 

With hardware and software continuously evolving and new techniques becoming available, it creates endless possibilities to explore. It is a balanced experience of learning, creating, figuring out what went wrong or could have been done better and grow your skill set. By doing this often enough the results will slowly but steadily move forward. Having done this for a while, I am now creating a playable tech demo that will showcase what games can look like when these techniques are applied.

Rense de Boer, Technical Artist

We haven’t actually seen the demo, but the available visual materials look absolutely stunning. We weren’t able to arrange an interview with Rense de Boer, since he’s very busy, but we hope we’ll be able to do this in the future. For the real-time render, he’s actually using Unreal Engine 4, which shows some colossal results. The assets are probably scanned but don’t take our word for it. Hope to see some more stuff during NVIDIA’s upcoming events.

Come back later for a more detailed talk.

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