Facing the uncanny valley- panel discussion
Michal Drobot is a Principal Rendering Engineer at Infinity Ward, Activision. Most recently worked on rendering engine architecture of Call of Duty:Infinite Warfare. Before helped designing and optimizing 3D renderer in Far Cry 4 at Ubisoft Montreal. Prior to that he worked at Guerrilla Games, designing and optimizing the rendering pipeline for the Playstation 4 launch title Killzone: Shadow Fall. Specializes in rendering algorithms, render architectures, hardware architectures and low level optimizations. Appreciates sharing ideas with tech and art oriented folks. Finds fast and pretty pixels way too exciting. Most recently worked on rendering engine architecture of Call of Duty:World War 2 and Call of Duty:Infinite Warfare.
With the advent of new artists workflows, better capture tools, AI aided production and hardware supported real time ray-tracing we are closer to uncanny valley than ever before. Is this just a new ephemeral state, or a new reality? If so, where and how do we need to focus our efforts to prepare for a new future?