SIGGRAPH Spotlight: Episode 76 – Creating a Lasting Impact With Real-Time Rendering

by | 15 April 2024 | Conferences

Image credit from left to right: Andres Burbano, Natalya Tatarchuk

In this episode of SIGGRAPH Spotlight, SIGGRAPH 2024 Conference Chair Andrés Burbano sits down with Chief Technology Officer at Activision and frequent contributor to SIGGRAPH Natalya Tatarchuk for an in-depth discussion about Natalya’s introduction into rendering, her important roles within the gaming industry, and what the future for real-time rendering techniques. Tune in for an exciting conversation that will leave you feeling inspired to be apart of the next era of computer graphics.

Don’t miss a single episode by subscribing to the show on Apple Podcasts (iTunes), SpotifyStitcherSoundCloudiHeartRadio, or Google Podcasts. If you like the show, leave us a review on iTunes to help other listeners find us!

Push the boundaries of what is possible at SIGGRAPH 2024! Registration is now open for the 51st annual conference, 28 July–1 August, taking place in Denver and online. Get a front-row seat to the computer graphics excellence that bridges gaps across industries and the globe. Register today!

About Our Guest

Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast at heart, currently serving as chief technology officer at Activision Publishing. Prior to her current position, she drove the state-of-the-art rendering technology, graphics performance and character content creation in her role as a Distinguished Technical Fellow and Chief Architect, VP, Wētā Tools at Unity. Before leading the Graphics team at Unity as VP of Graphics for the Unity Editor and Engine, she was a AAA games developer, working on innovative cross-platform rendering engine and game graphics for Bungie’s Destiny franchise, as well the Halo series, such as Halo: ODST and Halo: Reach, and AMD Graphics Products Group where she pushed parallel computing boundaries investigating advanced real-time graphics techniques, and graphics hardware design and APIs. Natalya has been encouraging sharing in the games graphics community for several decades, largely by organizing a popular series of courses such as Advances in Real-time Rendering, Open Problems in Real-Time Rendering and Rendering Engine Architecture at SIGGRAPH, and convincing people to speak there. It seems to be working.

Related Posts

SIGGRAPH Spotlight: Episode 77 – Synesthetic Connections, Real-Time, and Immersive Experiences

SIGGRAPH Spotlight: Episode 77 – Synesthetic Connections, Real-Time, and Immersive Experiences

SIGGRAPH 2024 Courses Chair Ruth West chats with audio and graphics experts Aaron McLeran, Felipe Romero, and Max Hays, about synesthetic connections between real-time audio and graphics within games.