Future Directions for Compute-for-Graphics

Electronic Arts / DICE il y a 6 ans

High Dynamic Range color grading and display in Frostbite

Electronic Arts / DICE il y a 7 ans

FrameGraph: Extensible Rendering Architecture in Frostbite

Electronic Arts / DICE il y a 7 ans

Bindless Deferred Decals in The Surge 2

Philip Hammer il y a 4 ans

5 Major Challenges in Real-time Rendering (2012)

Electronic Arts / DICE il y a 11 ans

DD18 - SEED - Raytracing in Hybrid Real-Time Rendering

Electronic Arts / DICE il y a 5 ans

Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14

AMD Developer Central il y a 10 ans

The Unique Lighting of Mirror's Edge

Electronic Arts / DICE il y a 14 ans

Stochastic Screen-Space Reflections

Electronic Arts / DICE il y a 8 ans

Lighting the City of Glass

Electronic Arts / DICE il y a 8 ans

Physically Based and Unified Volumetric Rendering in Frostbite

Electronic Arts / DICE il y a 8 ans

Hair in Tomb Raider

Wolfgang Engel il y a 11 ans