Ari Silvennoinen
Fellow Software Engineer, Activision Publishing, Inc.
Email: ari dot silvennoinen (at) activision dot com

Publications

Ari Silvennoinen and Peter-Pike Sloan
Moving Basis Decomposition for Precomputed Light Transport.
Computer Graphics Forum 40(4), (EGSR 2021)
Best Paper Award
[PDF]
Dario Seyb, Peter-Pike Sloan, Ari Silvennoinen, Michal Iwanicki and Wojciech Jarosz.
The Design and Evolution of the UberBake light baking system.
ACM Transactions on Graphics 39(4), (SIGGRAPH 2020)
[PDF] [Project page]
Ari Silvennoinen and Peter-Pike Sloan.
Ray Guiding for Production Lightmap Baking.
SIGGRAPH Asia Technical Briefs 2019
[PDF] [Slides (PowerPoint)]
Peter-Pike Sloan and Ari Silvennoinen.
Lightmap Encoding Insights.
SIGGRAPH Asia Technical Briefs 2018
[PDF]
Ari Silvennoinen and Jaakko Lehtinen.
Real-time Global Illumination by Precomputed Local Reconstruction from Sparse Radiance Probes.
ACM Transaction on Graphics 36(6), (SIGGRAPH Asia 2017)
[PDF] [YouTube video] [Project page]
Ari Silvennoinen, Hannu Saransaari, Samuli Laine and Jaakko Lehtinen.
Occluder Simplification using Planar Sections.
Computer Graphics Forum 33(1), 2014
[PDF] [Video] [Project page]
Oliver Mattausch, Jiri Bittner, Ari Silvennoinen Daniel Scherzer and Michael Wimmer.
Efficient Online Visibility for Shadow Maps.
Article published in book GPU Pro 3, A K Peters/CRC Press 2012
[Project page]
Jiri Bittner, Oliver Mattausch, Ari Silvennoinen and Michael Wimmer.
Shadow Caster Culling for Efficient Shadow Mapping.
ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2011
[PDF] [Video] [Project page]
Ari Silvennoinen.
Chasing Shadows.
Game Developer Magazine February 2012.
[PDF]
Ari Silvennoinen.
A Hybrid Algorithm for Environment Illumination Rendering.
Master's Thesis, University of Helsinki December 2007.
[PDF] [Slides]

Conference Talks

Ari Silvennoinen
Large-Scale Global Illumination at Activision.
Advances in Real-Time Rendering in 3D Graphics and Computer Games, ACM SIGGRAPH 2021 Courses.
[Slides] [Course page]
Peter-Pike Sloan, Ari Silvennoinen
Precomputed Lighting Advances in Call of Duty: Modern Warfare.
Advances in Real-Time Rendering in 3D Graphics and Computer Games, ACM SIGGRAPH 2020 Courses.
[Slides] [Course page]
Ari Silvennoinen, Ville Timonen.
Multi-Scale Global Illumination in Quantum Break.
Advances in Real-Time Rendering in 3D Graphics and Computer Games, ACM SIGGRAPH 2015 Courses.
[PDF with notes] [Course page]
Ari Silvennoinen, Hannu Saransaari, Samuli Laine and Jaakko Lehtinen.
Occluder Simplification using Planar Sections.
Eurographics Symposium on Rendering 2015 (Invited CGF Paper).
[PDF] [PDF with notes] [Project page]
Hao Chen, Ari Silvennoinen and Natalya Tatarchuk.
Making Game Worlds from Polygon Soup.
Advances in Real-Time Rendering in 3D Graphics and Computer Games, ACM SIGGRAPH 2011 Courses.
[Slides] [Course page]
Ari Silvennoinen.
Occlusion Culling in Alan Wake.
Hiding Complexity, ACM SIGGRAPH 2011 Talks.
[Slides]
Ari Silvennoinen.
Efficient Shadow Mapping.
Microsoft GameFest London/Seattle 2011.
[Slides]

Game Credits

Call of Duty: Vanguard
Sledgehammer Games, Activision Publishing, Inc. (2021) .
PC, Xbox One, Xbox Series X/S, PS4, PS5
Call of Duty: Black Ops Cold War
Treyarch, Activision Publishing, Inc. (2020) .
PC, Xbox One, Xbox Series X/S, PS4, PS5
Call of Duty: Warzone
Infinity Ward, Activision Publishing, Inc. (2020) .
PC, Xbox One, PS4
Call of Duty: Modern Warfare
Infinity Ward, Activision Publishing, Inc. (2019) .
PC, Xbox One, PS4
Control
Remedy Entertainment (2019) .
PC, Xbox One, PS4
Call of Duty: Black Ops 4
Treyarch, Activision Publishing, Inc. (2018) .
PC, Xbox One, PS4
Quantum Break
Remedy Entertainment (2016) .
PC, Xbox One
Destiny
Bungie, Activision Publishing, Inc. (2014) .
Xbox 360, Xbox One, PS3, PS4
Alan Wake
Remedy Entertainment (2010) .
Xbox 360, PC

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