June 10 - June 11Free |
https://enginearchitecture.org/2025.htm |
From REAC: REAC is different. As per our mission: “We aim to provide an open and inclusive venue to discuss the “behind the scenes” aspects of rendering that are often key to the success of a product (game, platform, movie…) and organisation”.
We want to highlight the architecture and craft of real-time rendering. This includes:
– The design choices and tradeoffs an engine made.
– How people problems, product specifics, affected technological decisions, shaped the architecture of your engine.
– Pipelines, workflows, culture, hard-earned lessons from the experience of engine-making, experiments and failures.
Talks about pipelines, workflows, culture, hard-earned lessons from the experience of engine-making, experiments and failures – all the topics that are fundamental to our craft, but hardly feature in traditional computer-graphics venues, are welcome.
We’d also like to encourage people to speak on particular aspects of their engine. We feel the game development community benefits from simply hearing about the diversity of approaches to rendering engines that exist. We welcome talks sharing experience over focusing only novelty – talks do not need to showcase new ways of solving a problem; illustrating the reasoning, tradeoffs, “behind the scenes” of why a solution was chosen is what we value most.
This could be a talk on the streaming system, shader management, GPU vs CPU pipelines, or the influence of editing/authoring tools on your engine design, just to name a few.
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