research.activision.com
Open in
urlscan Pro
23.213.165.173
Public Scan
Submitted URL: http://research.activision.com/
Effective URL: https://research.activision.com/
Submission: On June 10 via api from US — Scanned from FR
Effective URL: https://research.activision.com/
Submission: On June 10 via api from US — Scanned from FR
Form analysis
0 forms found in the DOMText Content
* Home * Careers * Publications * Grants * Open Source * Home * Careers * Publications * Grants * Open Source ABOUT US Activision’s game studios focus on delivering the best possible games without compromise. Our Central Tech R&D team works alongside our studio specialists as we apply our research to evolve our products and keep ahead of where the industry is going next. People at Activision have a long history of publications in conferences, journals, and magazines, and of collaborations with academic and private research groups. This website is the first time that the work has been collected and presented in a single place, a hub for sharing that will host blog posts, articles, and presentations from research within Activision. Its intended audience is developers, researchers, and anyone who is aspiring to become one. JOIN US! We are looking for talented people to explore and problem-solve with us. View Career & Internship Opportunities Hemispherical Lighting Insights THOMAS ROUGHTON, PETER-PIKE SLOAN, ARI SILVENNOINEN, and PETER SHIRLEY This tech report discusses optimal encoding methods for AHD and IrradZ lightmaps, introduces two new IrradZ-compatible and runtime-blendable hemispherical lighting models, and shows how to efficiently apply hemispherical or cone occlusion to volumetric spherical harmonic lighting at runtime to improve the appearance of AO and prevent light leaking. May 20, 2024 Learn More Read Article ZH3: QUADRATIC ZONAL HARMONICS Thomas Roughton, Peter-Pike Sloan, Ari Silvennoinen, Michal Iwanicki, & Peter Shirley This presentation introduces the ZH3 lighting model, which sits in between linear and quadratic SH in quality but requires only one extra coefficient over linear SH. It describes how to solve for the ZH3 coefficient, how using a luminance axis can mitigate color shifting, and how RGB ZH3 can be encoded in only 16 bytes. Additionally, it shows how ZH3 coefficients can be hallucinated from the ratio of the bands in linear SH, improving on linear SH in quality with no extra storage. May 10, 2024 Learn More Read Article Call of Duty Matchmaking Intel Call of Duty Staff The design of Call of Duty matchmaking is driven by our goal to create the best experiences for our player community. Apr 04, 2024 Learn More Read Article Challenges in Moderating Disruptive Player Behavior in Online Competitive Action Games Rafal Kocielnik, Zhuofang Li, Claudia Kann, Deshawn Sambrano, Jacob Morrier, Mitchell Linegar, Carly Taylor, Min Kim, Nabiha Naqvie, Feri Soltani, Arman Dehpanah, Grant Cahill, Animashree Anandkumar, & R. Michael Alvarez In a collaboration between Caltech and ABK, we identified six challenges related to handling disruptive behaviors in competitive action games through analysis of Call of Duty®: Modern Warfare® II data and stakeholder feedback. We discovered challenges omitted by prior work, such as handling high-volume imbalanced data and ensuring the comfort of human moderators. We also offered a discussion of possible technical, design, and policy approaches to mitigating these challenges. Feb 23, 2024 Learn More Read Article Task Graph Renderer at Activision Charlie Birtwistle & Francois Durand Originally presented at the Rendering Engine Architecture Conference 2023, this presentation explores the render graph technology we use at Activision. Jun 05, 2023 Learn More Read Article Remote Administration Payload Malware Analysis Journey into the malware analysis and reverse engineering process of a multi-staged remote administration payload. May 04, 2023 Learn More Read Article Scaling Databases at Activision Greg Smith, Vlad Kovacik Originally presented at KubeCon 2023 Amsterdam, this talk explores how Demonware adopted Vitess/Kubernetes to run MySQL databases at a significant scale. The talk describes MySQL operational and scalability difficulties we had and how Vitess helped to solve them. Apr 21, 2023 Learn More Read Article Reversing Anti-Cheat's Detection-Generation Cycle With Configurable Hallucinations David Durst, Carly Taylor Anti-cheat and cheat developers are locked in a cat-and-mouse cycle of detection and generation. Anti-cheat developers struggle to detect cheating players' behavior. Cheat developers easily evade the detections by generating different behavior. This paper examines how anti-cheat developers may reverse the cycle with configurable hallucinations. Mar 27, 2023 Learn More Read Article Shadows of Cold War: A Scalable Approach to Shadowing Kevin Myers Originally presented in GDC’s Advanced Graphics Summit, this presentation explains the system Treyarch developed for Call of Duty Black Ops Cold War to automatically scale shadow quality. Oct 11, 2021 Learn More Read Article The Road to Direct Lookups is Paved with Good Intentions Alex Boyd, Davide Romani A MySQL Performance Case Study Oct 01, 2021 Learn More Read Article Geometry Rendering Pipeline Architecture Michal Drobot This talk covers the general architecture of our render pipeline with focus on certain novel approaches and provides comparative performance analysis dependent on specific render scenarios ranging from closed indoor spaces and open world outdoor spaces to more specific heavy triangle and alpha test overdraw scenes. Current work in progress and future extensions are discussed. Sep 17, 2021 Learn More Read Article The Rust Programming Language for Game Tooling Dan Olson The Rust programming language has been quietly taking the tech world by storm, but adoption has been slower among game studios. Treyarch has been gradually integrating Rust into our tools and pipeline since 2018. This session leverages that experience to explore both the opportunities and challenges that Rust can give to the game tools programmer and examine the ways in which Rust can be a powerful addition to the tools arsenal. Sep 16, 2021 Learn More Read Article Rendering Engine Architecture at Activision Michael Vance Learn the “how” and the “why” of Activision’s rendering submission process. A walk through of how we prepare and submit work, with special attention paid to the underlying philosophical basis for our decision-making. We examine decoupled simulation and rendering, memory orthogonality, parallelism in worker command systems, latency minimization, and hierarchy of work amortization. Sep 16, 2021 Learn More Read Article Moving Basis Decomposition for Precomputed Light Transport Ari Silvennoinen, Peter-Pike Sloan We study the problem of efficient representation of potentially high-dimensional, spatially coherent signals in the context of precomputed light transport. This paper won the EGSR 2021 Best Paper Award. Sep 15, 2021 Learn More Read Article Large-Scale Global Illumination in Call of Duty Ari Silvennoinen A presentation describing the key techniques behind the large-scale global illumination system in Call of Duty. Explained is a new precomputed lighting compression technique that enables high-performance and seamless reconstruction directly from the compressed lighting data. Visibility-based sampling of precomputed volumetric lighting, and a practical method for computing constrained spherical harmonics representations, are also discussed. Sep 15, 2021 Learn More Read Article Boots on the Ground: The Terrain of Call of Duty J.T. Hooker Over the last couple projects Treyarch developed a new terrain system that's been seen in Black Ops 4, Warzone, and Black Ops Cold War. Sep 14, 2021 Learn More Read Article Model Collision: Balancing Speed and Size in Black Ops Cold War Andrew Shurney This presentation is a technical deep dive into the process of optimizing the high-accuracy model collision in Call of Duty: Black Ops Cold War. Sep 13, 2021 Learn More Read Article Cheating Cheaters: Malware Delivered as Call of Duty Cheats This report examines a hacking tool being promoted for use against gamers by masquerading as a cheat for Call of Duty: Warzone. Mar 31, 2021 Learn More Read Article Controller to Display Latency in Call of Duty Akimitsu Hogge Reasoning about controller to display latency can be non-intuitive in modern game engines where multiple independent timelines are running in parallel. In this presentation, we analyze the path that data flows through each of these timelines, from the input sample out to the video scan-out hardware. By identifying and measuring segments on this path, a dynamic throttle can be implemented to squeeze the input sample as close to the end of the frame as possible without dropping frames. Special attention is placed on how latency is introduced in the interaction between the GPU and display scan-out timelines when Vsync is enabled. Nov 06, 2020 Learn More Read Article Contoller to Display Latency in Call of Duty Akimitsu Hogge Nov 06, 2020 Learn More Read Article Raytraced Shadows in Call of Duty: Modern Warfare Michal Olejnik, Pawel Kozlowski (NVIDIA) This presentation describes how ray tracing can be integrated into a modern, forward+ engine with minimal-to-no content changes. Also discussed: how to approach the ray tracing of multiple local area lights, and how to efficiently clean up any resulting noise. Oct 16, 2020 Learn More Read Article Precomputed Lighting Advances in Call of Duty: Modern Warfare Peter-Pike Sloan, Ari Silvennoinen This talk covers extensions and improvements in the precomputed lighting pipeline used in Call of Duty: Modern Warfare. Sep 21, 2020 Learn More Read Article Lima Oscar Delta! Scaling Content in Call of Duty: Modern Warfare Rulon Raymond Call of Duty is well known for its 60fps frenetic gameplay. To achieve a high level of graphical fidelity at this frame rate across all target platforms, a suite of finely tuned content scaling techniques must be employed. Sep 21, 2020 Learn More Read Article Software-based Variable Rate Shading in Call of Duty: Modern Warfare Michal Drobot This lecture covers a novel rendering pipeline used in Call of Duty: Modern Warfare (2020). Sep 21, 2020 Learn More Read Article The Design and Evolution of the UberBake Light Baking System Dario Seyb, Peter-Pike Sloan, Ari Silvennoinen, Michal Iwanicki, Wojciech Jarosz We describe the design and evolution of UberBake, a global illumination system we have used in multiple AAA games, which supports dynamic lighting changes in response to certain player interactions. Sep 21, 2020 Learn More Read Article Deringing Spherical Harmonics Peter-Pike Sloan Spherical Harmonics (SH) are a convenient basis for representing various signals in computer graphics, with lighting and visibility being the most common. Mar 12, 2020 Learn More Read Article ATVI-TR-19-01: Practical Real-Time Strategies for Accurate Indirect Occlusion Jorge Jimenez; Xian-Chun Wu; Angelo Pesce; Adrian Jarabo In this work we introduce a set of techniques for real-time ambient occlusion targeted to very tight budgets. We propose GTAO, a new formulation of screen-space ambient occlusion that allows the composited occluded illumination to match the ground truth reference in half a millisecond on current console hardware. Mar 09, 2020 Learn More Read Article ATVI-TR-19-02: Separable Subsurface Scattering: Expanded Technical Report Jorge Jimenez This technical report extends the content of [JZJ∗ 15], by adding some additional explanations and details, and including new tests with more complex multilayered materials. Mar 09, 2020 Learn More Read Article Dynamic Temporal Antialiasing and Upsampling in Call of Duty Jorge Jimenez This talk covers the temporal supersampling techniques created during the development of Call of Duty: Infinite Warfare. Mar 06, 2020 Learn More Read Article Happy New Year From Activision Research Paul Malin We had fun making this animation over the holidays. Hope you enjoy it! Jan 23, 2020 Learn More Read Article Ray Guiding for Production Lightmap Baking Ari Silvennoinen In this paper we present a ray guiding technique for improving the computation times in the context of production lightmap baking. Compared to state-of-the-art, our method has better scalability and lower variance. Jan 11, 2020 Learn More Read Article Impulse Responses for Precomputing Light from Volumetric Media Adrien Dubouchet Volumetric participating media can significantly impact the realism of virtual scenes, due to both the subtle interplay between surface and volume-transport effects and the presence of entities like smoke and clouds. Jul 08, 2019 Learn More Read Article Material Advances in Call of Duty: WWII Danny Chan A number of improvements were made to our lit surface shaders in Call of Duty: WWII, a few of which are described in this presentation. Aug 24, 2018 Learn More Read Article Automated Testing in Call of Duty Jan van Valburg How huge games like 'Call of Duty: Infinite Warfare' monitor the progression of code and assets in terms of functionality and performance. Jun 26, 2018 Learn More Read Article HDR in Call of Duty Paul Malin This talk covers a basic introduction to color science, color terminology, and display standards. Jun 04, 2018 Learn More Read Article Real-World Measurements for Call of Duty: Advanced Warfare Danny Chan Our goal for the rendering in COD: AW was to take a small step towards photorealism. May 14, 2018 Learn More Read Article Emotion Challenge: Building a New Photoreal Facial Performance Pipeline for Games Cyrus Wilson In recent years the expected standard for facial animation and character performance in AAA video games has dramatically increased. Aug 21, 2017 Learn More Read Article Precomputed lighting in Call Of Duty: Infinite Warfare Michal Iwanicki Indirect lighting is an important factor in creating a believable look of game worlds. Aug 08, 2017 Learn More Read Article Improved Culling for Tiled and Clustered Rendering in Call of Duty: Infinite Warfare Michal Drobot This lecture covers two novel rendering algorithms used in Call of Duty: Infinite Warfare. The first, z-binning, significantly improves the quality and performance of volumetric entity-vs-geometry culling as compared to classic tiled and clustered techniques. Aug 01, 2017 Learn More Read Article Practical Multilayered Materials in Call of Duty: Infinite Warfare Michal Drobot This talk presents a practical approach to multilayer, physically based surface rendering, specifically optimized for Forward+ rendering pipelines. Jul 31, 2017 Learn More Read Article Rendering of Call of Duty: Infinite Warfare Michal Drobot This lecture presents a technical deep dive into COD:IW renderer and the architectural design process behind it. Jul 07, 2017 Learn More Read Article Ambient Dice Michal Iwanicki We present a family of basis functions designed to accurately and efficiently represent illumination signals on the unit sphere. Jun 14, 2017 Learn More Read Article Fast Filtering of Reflection Probes Josiah Manson, Peter-Pike Sloan Game and movie studios are switching to physically based rendering en masse, but physically accurate filter convolution is difficult to do quickly enough to update reflection probes in real-time. Oct 18, 2016 Learn More Read Article Filmic SMAA: Sharp Morphological and Temporal Antialiasing Jorge Jimenez From Siggraph 2016, our antialiasing technique for games. Sep 07, 2016 Learn More Read Article ATVI-TR-16-02: Practical Order Independent Transparency Johan Kohler Transparencies have always been a tricky problem for games, to render them correctly you have to draw them in front-to-back order from the view of the camera, traditionally this means to sort them when you do this you have to break apart material batches and sometimes even meshes, which affects performance. Sep 01, 2016 Learn More Read Article Efficient GPU Rendering of Subdivision Surfaces Wade Brainerd We present a novel method for real-time rendering of subdivision surfaces whose goal is to make subdivision faces as easy to render as triangles, points, or lines. Aug 26, 2016 Learn More Read Article Volumetric Global Illumination at Treyarch John Hooker We present a solution for indirect diffuse lighting as an alternative to traditional lightmaps. Aug 25, 2016 Learn More Read Article Practical Real-Time Strategies for Accurate Indirect Occlusion Jorge Jimenez, Xian-Chun Wu, Angelo Pesce, Adrian Jarabo We present new systems for occlusion of indirect lighting. Aug 24, 2016 Learn More Read Article Sparse Shadow Trees Kevin Myers Lighting large outdoor scenes continues to present a challenge for realtime rendering. Aug 24, 2016 Learn More Read Article ATVI-TR-16-01: Practical Realtime Strategies for Accurate Indirect Occlusion Jorge Jimenez, Xian-Chun Wu, Angelo Pesce, Adrian Jarabo Ambient occlusion is ubiquitous in games and other real-time applications to approximate global illumination effects. Jul 23, 2016 Learn More Read Article GET THE LATEST UPDATES * Activison Research * Facebook * Twitter * Youtube * Instagram * Legal * Terms of Use * Privacy Policy * Support * Cookie Policy LOGIN | SIGN UP Close Profile Logout -------------------------------------------------------------------------------- SELECT YOUR IDENTITY 1 Close ACTIVISION SYSTEM ALERTS Please check your inbox and verify your email address. Resend Confirmation NO NEW ALERTS YOUR PROFILE IS% COMPLETE Go to your profile to: * - Link your Facebook account * - Link your gamer account * - Verify your email address - Complete your profile Explore Close SITES ActivisionCall of DutyThe Amazing Spider-Man -------------------------------------------------------------------------------- MORE... Destiny SkylandersTransformers Support EN Close United StatesUnited States United States selected -------------------------------------------------------------------------------- Canadian EnglishCanadian English Canadian English selected -------------------------------------------------------------------------------- Canadian FrançaisCanadian Français Canadian Français selected -------------------------------------------------------------------------------- United KingdomUnited Kingdom United Kingdom selected -------------------------------------------------------------------------------- AustraliaAustralia Australia selected -------------------------------------------------------------------------------- FranceFrance France selected -------------------------------------------------------------------------------- DeutschlandDeutschland Deutschland selected -------------------------------------------------------------------------------- ItalyItaly Italy selected -------------------------------------------------------------------------------- SpainSpain Spain selected The Software License and Service Agreement will be updated. Please follow this link [https://www.activision.com/legal/ap-eula] in order to see these changes. × Privacy Policy Update We’ve updated our Privacy Policy. You can view the revised policy here. By continuing to use Activision’s websites, products or services, you acknowledge this revised Privacy Policy. × We use cookies to give you the best user experience across all channels, by personalizing content and ads, and providing social media features. We also analyze our website traffic and share information about your use of our site with our social media, advertising and analytics partners. If you click “Accept,” you will be accepting all cookies. “Denying” cookies limits us to necessary cookies only and prevents us from providing you with a personalized experience. Please see our Cookie Policy to learn more and change your cookie settings at any time.Cookie Policy Cookie Settings Reject All Accept All Cookies YOUR PRIVACY When you visit any web site, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Click on the different category headings below to find out more and change our default settings. Please be advised that blocking some types of cookies may directly affect your experience of our site and the services we are able to offer. Cookie Policy Allow All MANAGE CONSENT PREFERENCES NECESSARY COOKIES Always Active These Cookies are essential in order to enable you to move around websites or online properties and use their features, such as accessing secure areas of a website. Without these Cookies, we cannot provide services you have asked for, like secure login areas. Cookies Details PERFORMANCE (OR ANALYTICS) COOKIES Performance (or Analytics) Cookies These Cookies collect information about how visitors use a website or online property, for instance, which pages visitors go to most often, and if they get error messages from web pages. These Cookies don't collect information about the actual identity (e.g., name) of a visitor. All information these Cookies collect is aggregated. They are only used to improve how a website or other online property works. We generally contract with third parties (such as Google Analytics) to provide these services on our behalf. Cookies Details FUNCTIONALITY COOKIES Functionality Cookies These Cookies allow the website or online property to remember choices you make (such as your user name, language or the region you are in) and provide enhanced, more personalized features. These Cookies can also be used to remember changes you have made related to accessibility (e.g., text size, fonts) and customization. They may also be used to provide services you have asked for, such as watching a video. The information these Cookies collect may be anonymized and they cannot track your browsing activity on other websites. Cookies Details ADVERTISING COOKIES Advertising Cookies These Cookies are used to deliver advertisements that are more relevant to you and your interests. They also help limit the number of times you see an advertisement as well as measure the effectiveness of the advertising campaign. They remember that you have visited a website and this information is shared with other organizations or advertisers. Cookies Details SOCIAL MEDIA COOKIES Social Media Cookies Social Media cookies are set by a range of social media services we have added to our sites to enable you to share our content with your friends and networks. They can track your browser across other sites and build up a profile of your interests that may affect the content and messages you see on other websites you visit. If you do not allow these cookies you may not be able to use or see these content sharing tools. Cookies Details Back Button COOKIE LIST Search Icon Filter Icon Clear checkbox label label Apply Cancel Consent Leg.Interest checkbox label label checkbox label label checkbox label label Reject All Confirm My Choices