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|Session Name:||Toward Film-Like Pixel Quality in Real-Time Games (Presented by Amazon Lumberyard)|
|Track / Format:||Programming|
|Overview:||Since the early days of computer graphics, games traded pixel quality for high polygon and pixel throughput, while films did the opposite. This talk examines real-time compatible techniques for bringing games closer to film-like pixel quality, including the latest shadow techniques, advanced anti-aliasing, order independent transparency, and object space shading.|