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Advances in Real-Time Rendering in Games

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Course Advanced

Natalya Tatarchuk

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Description

Advances in Real-Time Rendering in Games is the official SIGGRAPH 2025 course page for the long-running Advances program, organized by Natalya Tatarchuk, marking the course's twentieth year.

Part I and Part II list talks on adaptive voxel OIT, Assassin's Creed Shadows ray tracing, strand hair in Indiana Jones and the Great Circle, idTech8 GI, HypeHype stochastic tile lighting, hybrid ReSTIR subsurface scattering, and Unreal Engine 5 MegaLights, with abstracts, speaker bios, and downloadable PDF or PPTX materials. Prerequisites call for modern real-time API and shading literacy aimed at engine and effects developers.

It is for advanced rendering engineers and technical directors following production techniques from large studios. Working knowledge of DirectX, Vulkan, or Metal-style pipelines is expected.

Access is a free public HTML index on advances.realtimerendering.com with session times and updated slide links; attendance of the live SIGGRAPH sessions is separate.

The page itself frames the series as a long-running forum for production real-time rendering methods shared across the graphics community.