SlideShare une entreprise Scribd logo
1  sur  74
Johan Andersson, Rendering Architect, DICE Natalya Tatarchuk, Staff Research Engineer, 3D Application Research Group, AMD Graphics Products Group 2.5 Rendering Architecture and Real-time Procedural Shading & Texturing Techniques
Outline ,[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object]
Complex Games of Tomorrow Demand High Details and Lots of Attention ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Why Do We Care About Procedural Generation? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Procedural Helps You Avoid the Resolution Problem ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Where Did That Tank Go? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Let’s Not Forget About Interactivity! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Procedural Techniques: Now! ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object]
Frostbite? ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Battlefield: Bad Company
Battlefield: Bad Company movie ,[object Object]
Battlefield: Bad Company features ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Frostbite design ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Frostbite concepts ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Rendering systems overview Game renderer World renderer UI Shading system Direct3D / libGCM Meshes Particles Undergrowth Sky Decals Terrain
Shading system ,[object Object],[object Object],[object Object],[object Object]
Shading system backends ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
High-level shading states ,[object Object],[object Object],[object Object]
High-level state examples ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
High-level state benefits ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Surface shaders ,[object Object],[object Object],[object Object]
Surface shaders vs pixel shaders ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
Surface shader nodes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Surface shader complexity ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Surface shader complexity (cont.) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shader complexity solutions ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Instance shaders ,[object Object],[object Object],[object Object],[object Object],[object Object]
StandardRoot instance shader ,[object Object],[object Object],[object Object],[object Object],[object Object]
ObjectGm instance shader ,[object Object],[object Object],[object Object],[object Object],Note: buggy editor screenshot, node should have few inputs
Inside ObjectGm shader
Shading system pipeline ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shading system runtime ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Terrain ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Terrain (cont.) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Procedural shader splatting ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Without undergrowth
With undergrowth
Undergrowth ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Undergrowth generation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Surface shader graphs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
All shader nodes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
World renderer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
World renderer cull step ,[object Object],[object Object],[object Object]
World renderer multi-threading ,[object Object],[object Object],[object Object],Cull 1 Build 1 Render 1 Render 2 FRAME 1 FRAME 2 Cull 2 Build 2
World build step ,[object Object],[object Object],[object Object],[object Object],[object Object]
World render step ,[object Object],[object Object],[object Object],[object Object]
Lights & Shadows ,[object Object],[object Object],[object Object],[object Object]
Outdoor lighting ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Outline ,[object Object],[object Object],[object Object],[object Object]
Practical Example: Mountains Generation and Realistic Snow Accumulation
Use fBm to Generate  Mountain Terrain ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Mountains: Wireframe
Controlling Snow Accumulation ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
What If We Don’t Use Noise? ,[object Object]
Break Up the Monotony ,[object Object]
Demo
If You Want to Know More… ,[object Object],[object Object],[object Object],[object Object],[object Object]
Other Procedural Techniques ,[object Object],[object Object],[object Object]
Thanks! ,[object Object]
Questions? Contact: [email_address] [email_address]
Surface shader graphs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
All shader nodes ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
World renderer ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
World renderer cull step ,[object Object],[object Object],[object Object]
World renderer multi-threading ,[object Object],[object Object],[object Object],Cull 1 Build 1 Render 1 Render 2 FRAME 1 FRAME 2 Cull 2 Build 2
World build step ,[object Object],[object Object],[object Object],[object Object],[object Object]
World render step ,[object Object],[object Object],[object Object],[object Object]
Lights & Shadows ,[object Object],[object Object],[object Object],[object Object]
Outdoor lighting ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Junk

Contenu connexe

Tendances

Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
 
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The RunFive Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The RunElectronic Arts / DICE
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteElectronic Arts / DICE
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallGuerrilla
 
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)Philip Hammer
 
Parallel Futures of a Game Engine (v2.0)
Parallel Futures of a Game Engine (v2.0)Parallel Futures of a Game Engine (v2.0)
Parallel Futures of a Game Engine (v2.0)Johan Andersson
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Tiago Sousa
 
Terrain in Battlefield 3: A Modern, Complete and Scalable System
Terrain in Battlefield 3: A Modern, Complete and Scalable SystemTerrain in Battlefield 3: A Modern, Complete and Scalable System
Terrain in Battlefield 3: A Modern, Complete and Scalable SystemElectronic Arts / DICE
 
Destruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance FieldsDestruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance FieldsElectronic Arts / DICE
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsJohan Andersson
 
Triangle Visibility buffer
Triangle Visibility bufferTriangle Visibility buffer
Triangle Visibility bufferWolfgang Engel
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2Guerrilla
 
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingMoving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingElectronic Arts / DICE
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The SurgeMichele Giacalone
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbiteElectronic Arts / DICE
 
Dissecting the Rendering of The Surge
Dissecting the Rendering of The SurgeDissecting the Rendering of The Surge
Dissecting the Rendering of The SurgePhilip Hammer
 
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...JP Lee
 

Tendances (20)

Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next Generation
 
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The RunFive Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
 
Lighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow FallLighting of Killzone: Shadow Fall
Lighting of Killzone: Shadow Fall
 
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
The Rendering Technology of 'Lords of the Fallen' (Game Connection Europe 2014)
 
Parallel Futures of a Game Engine (v2.0)
Parallel Futures of a Game Engine (v2.0)Parallel Futures of a Game Engine (v2.0)
Parallel Futures of a Game Engine (v2.0)
 
Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666Siggraph2016 - The Devil is in the Details: idTech 666
Siggraph2016 - The Devil is in the Details: idTech 666
 
Terrain in Battlefield 3: A Modern, Complete and Scalable System
Terrain in Battlefield 3: A Modern, Complete and Scalable SystemTerrain in Battlefield 3: A Modern, Complete and Scalable System
Terrain in Battlefield 3: A Modern, Complete and Scalable System
 
Destruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance FieldsDestruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance Fields
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next Steps
 
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
 
Triangle Visibility buffer
Triangle Visibility bufferTriangle Visibility buffer
Triangle Visibility buffer
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
 
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
 
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingMoving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The Surge
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in Frostbite
 
Dissecting the Rendering of The Surge
Dissecting the Rendering of The SurgeDissecting the Rendering of The Surge
Dissecting the Rendering of The Surge
 
Frostbite on Mobile
Frostbite on MobileFrostbite on Mobile
Frostbite on Mobile
 
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
 

En vedette

High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteElectronic Arts / DICE
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect AndromedaElectronic Arts / DICE
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
 
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontPhotogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontElectronic Arts / DICE
 
Executable Bloat - How it happens and how we can fight it
Executable Bloat - How it happens and how we can fight itExecutable Bloat - How it happens and how we can fight it
Executable Bloat - How it happens and how we can fight itElectronic Arts / DICE
 
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
 	 Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09) 	 Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)Johan Andersson
 
Parallel Futures of a Game Engine
Parallel Futures of a Game EngineParallel Futures of a Game Engine
Parallel Futures of a Game EngineJohan Andersson
 
5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)Electronic Arts / DICE
 
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...Electronic Arts / DICE
 
5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive Rendering5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive RenderingElectronic Arts / DICE
 
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOMHow High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOMAnders Clerwall
 
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Johan Andersson
 
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal FilteringStable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal FilteringElectronic Arts / DICE
 

En vedette (19)

High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in Frostbite
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
 
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontPhotogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars Battlefront
 
Executable Bloat - How it happens and how we can fight it
Executable Bloat - How it happens and how we can fight itExecutable Bloat - How it happens and how we can fight it
Executable Bloat - How it happens and how we can fight it
 
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
 	 Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09) 	 Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
 
Battlefield 4 + Frostbite + Mantle
Battlefield 4 + Frostbite + MantleBattlefield 4 + Frostbite + Mantle
Battlefield 4 + Frostbite + Mantle
 
Scope Stack Allocation
Scope Stack AllocationScope Stack Allocation
Scope Stack Allocation
 
Bending the Graphics Pipeline
Bending the Graphics PipelineBending the Graphics Pipeline
Bending the Graphics Pipeline
 
Introduction to Data Oriented Design
Introduction to Data Oriented DesignIntroduction to Data Oriented Design
Introduction to Data Oriented Design
 
Parallel Futures of a Game Engine
Parallel Futures of a Game EngineParallel Futures of a Game Engine
Parallel Futures of a Game Engine
 
5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)
 
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...
 
A Real-time Radiosity Architecture
A Real-time Radiosity ArchitectureA Real-time Radiosity Architecture
A Real-time Radiosity Architecture
 
5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive Rendering5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive Rendering
 
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOMHow High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
 
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
 
Mantle for Developers
Mantle for DevelopersMantle for Developers
Mantle for Developers
 
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal FilteringStable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
 

Similaire à Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing Techniques (GDC 2007)

Unite 2013 optimizing unity games for mobile platforms
Unite 2013 optimizing unity games for mobile platformsUnite 2013 optimizing unity games for mobile platforms
Unite 2013 optimizing unity games for mobile platformsナム-Nam Nguyễn
 
BitSquid Tech: Benefits of a data-driven renderer
BitSquid Tech: Benefits of a data-driven rendererBitSquid Tech: Benefits of a data-driven renderer
BitSquid Tech: Benefits of a data-driven renderertobias_persson
 
D3 D10 Unleashed New Features And Effects
D3 D10 Unleashed   New Features And EffectsD3 D10 Unleashed   New Features And Effects
D3 D10 Unleashed New Features And EffectsThomas Goddard
 
Gpu presentation
Gpu presentationGpu presentation
Gpu presentationspartasoft
 
Pixel-Lab / Games:EDU / Michel Kripalani / Games Industry Overview and Trends
Pixel-Lab / Games:EDU / Michel Kripalani / Games Industry Overview and TrendsPixel-Lab / Games:EDU / Michel Kripalani / Games Industry Overview and Trends
Pixel-Lab / Games:EDU / Michel Kripalani / Games Industry Overview and Trendspixellab
 
Gamebryo LightSpeed(English)
Gamebryo LightSpeed(English)Gamebryo LightSpeed(English)
Gamebryo LightSpeed(English)Gamebryo
 
Your Game Needs Direct3D 11, So Get Started Now!
Your Game Needs Direct3D 11, So Get Started Now!Your Game Needs Direct3D 11, So Get Started Now!
Your Game Needs Direct3D 11, So Get Started Now!Johan Andersson
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsElectronic Arts / DICE
 
FGS 2011: Making A Game With Molehill: Zombie Tycoon
FGS 2011: Making A Game With Molehill: Zombie TycoonFGS 2011: Making A Game With Molehill: Zombie Tycoon
FGS 2011: Making A Game With Molehill: Zombie Tycoonmochimedia
 
Uncharted3 effect technique
Uncharted3 effect techniqueUncharted3 effect technique
Uncharted3 effect techniqueMinGeun Park
 
XLcloud 3-d remote rendering
XLcloud 3-d remote renderingXLcloud 3-d remote rendering
XLcloud 3-d remote renderingMarius Preda PhD
 
Cogent3 d master slides (12 april 2009)
Cogent3 d master slides (12 april 2009)Cogent3 d master slides (12 april 2009)
Cogent3 d master slides (12 april 2009)Danny Bronson
 
Catan world and Churchill
Catan world and ChurchillCatan world and Churchill
Catan world and ChurchillGrant Goodale
 
Minko - Targeting Flash/Stage3D with C++ and GLSL
Minko - Targeting Flash/Stage3D with C++ and GLSLMinko - Targeting Flash/Stage3D with C++ and GLSL
Minko - Targeting Flash/Stage3D with C++ and GLSLMinko3D
 
Sig13 ce future_gfx
Sig13 ce future_gfxSig13 ce future_gfx
Sig13 ce future_gfxCass Everitt
 
Smedberg niklas bringing_aaa_graphics
Smedberg niklas bringing_aaa_graphicsSmedberg niklas bringing_aaa_graphics
Smedberg niklas bringing_aaa_graphicschangehee lee
 
Evolution of the modern graphics architectures with a focus on GPUs | Turing1...
Evolution of the modern graphics architectures with a focus on GPUs | Turing1...Evolution of the modern graphics architectures with a focus on GPUs | Turing1...
Evolution of the modern graphics architectures with a focus on GPUs | Turing1...Persistent Systems Ltd.
 
Visibility Optimization for Games
Visibility Optimization for GamesVisibility Optimization for Games
Visibility Optimization for GamesUmbra
 
Visibility Optimization for Games
Visibility Optimization for GamesVisibility Optimization for Games
Visibility Optimization for GamesSampo Lappalainen
 

Similaire à Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing Techniques (GDC 2007) (20)

Unite 2013 optimizing unity games for mobile platforms
Unite 2013 optimizing unity games for mobile platformsUnite 2013 optimizing unity games for mobile platforms
Unite 2013 optimizing unity games for mobile platforms
 
BitSquid Tech: Benefits of a data-driven renderer
BitSquid Tech: Benefits of a data-driven rendererBitSquid Tech: Benefits of a data-driven renderer
BitSquid Tech: Benefits of a data-driven renderer
 
D3 D10 Unleashed New Features And Effects
D3 D10 Unleashed   New Features And EffectsD3 D10 Unleashed   New Features And Effects
D3 D10 Unleashed New Features And Effects
 
Gpu presentation
Gpu presentationGpu presentation
Gpu presentation
 
Pixel-Lab / Games:EDU / Michel Kripalani / Games Industry Overview and Trends
Pixel-Lab / Games:EDU / Michel Kripalani / Games Industry Overview and TrendsPixel-Lab / Games:EDU / Michel Kripalani / Games Industry Overview and Trends
Pixel-Lab / Games:EDU / Michel Kripalani / Games Industry Overview and Trends
 
Gamebryo LightSpeed(English)
Gamebryo LightSpeed(English)Gamebryo LightSpeed(English)
Gamebryo LightSpeed(English)
 
Your Game Needs Direct3D 11, So Get Started Now!
Your Game Needs Direct3D 11, So Get Started Now!Your Game Needs Direct3D 11, So Get Started Now!
Your Game Needs Direct3D 11, So Get Started Now!
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
 
FGS 2011: Making A Game With Molehill: Zombie Tycoon
FGS 2011: Making A Game With Molehill: Zombie TycoonFGS 2011: Making A Game With Molehill: Zombie Tycoon
FGS 2011: Making A Game With Molehill: Zombie Tycoon
 
Xbox
XboxXbox
Xbox
 
Uncharted3 effect technique
Uncharted3 effect techniqueUncharted3 effect technique
Uncharted3 effect technique
 
XLcloud 3-d remote rendering
XLcloud 3-d remote renderingXLcloud 3-d remote rendering
XLcloud 3-d remote rendering
 
Cogent3 d master slides (12 april 2009)
Cogent3 d master slides (12 april 2009)Cogent3 d master slides (12 april 2009)
Cogent3 d master slides (12 april 2009)
 
Catan world and Churchill
Catan world and ChurchillCatan world and Churchill
Catan world and Churchill
 
Minko - Targeting Flash/Stage3D with C++ and GLSL
Minko - Targeting Flash/Stage3D with C++ and GLSLMinko - Targeting Flash/Stage3D with C++ and GLSL
Minko - Targeting Flash/Stage3D with C++ and GLSL
 
Sig13 ce future_gfx
Sig13 ce future_gfxSig13 ce future_gfx
Sig13 ce future_gfx
 
Smedberg niklas bringing_aaa_graphics
Smedberg niklas bringing_aaa_graphicsSmedberg niklas bringing_aaa_graphics
Smedberg niklas bringing_aaa_graphics
 
Evolution of the modern graphics architectures with a focus on GPUs | Turing1...
Evolution of the modern graphics architectures with a focus on GPUs | Turing1...Evolution of the modern graphics architectures with a focus on GPUs | Turing1...
Evolution of the modern graphics architectures with a focus on GPUs | Turing1...
 
Visibility Optimization for Games
Visibility Optimization for GamesVisibility Optimization for Games
Visibility Optimization for Games
 
Visibility Optimization for Games
Visibility Optimization for GamesVisibility Optimization for Games
Visibility Optimization for Games
 

Dernier

Scanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL CertsScanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL CertsRizwan Syed
 
Advanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionAdvanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionDilum Bandara
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii SoldatenkoFwdays
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenHervé Boutemy
 
Developer Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQLDeveloper Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQLScyllaDB
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteDianaGray10
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024BookNet Canada
 
Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Mattias Andersson
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsPixlogix Infotech
 
Connect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationConnect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationSlibray Presentation
 
SAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptxSAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptxNavinnSomaal
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfMounikaPolabathina
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024Lonnie McRorey
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr BaganFwdays
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024BookNet Canada
 
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptxThe Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptxLoriGlavin3
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubKalema Edgar
 
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024BookNet Canada
 

Dernier (20)

Scanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL CertsScanning the Internet for External Cloud Exposures via SSL Certs
Scanning the Internet for External Cloud Exposures via SSL Certs
 
Advanced Computer Architecture – An Introduction
Advanced Computer Architecture – An IntroductionAdvanced Computer Architecture – An Introduction
Advanced Computer Architecture – An Introduction
 
"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko"Debugging python applications inside k8s environment", Andrii Soldatenko
"Debugging python applications inside k8s environment", Andrii Soldatenko
 
DevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache MavenDevoxxFR 2024 Reproducible Builds with Apache Maven
DevoxxFR 2024 Reproducible Builds with Apache Maven
 
Developer Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQLDeveloper Data Modeling Mistakes: From Postgres to NoSQL
Developer Data Modeling Mistakes: From Postgres to NoSQL
 
DMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special EditionDMCC Future of Trade Web3 - Special Edition
DMCC Future of Trade Web3 - Special Edition
 
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data PrivacyTrustArc Webinar - How to Build Consumer Trust Through Data Privacy
TrustArc Webinar - How to Build Consumer Trust Through Data Privacy
 
Take control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test SuiteTake control of your SAP testing with UiPath Test Suite
Take control of your SAP testing with UiPath Test Suite
 
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
 
Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?Are Multi-Cloud and Serverless Good or Bad?
Are Multi-Cloud and Serverless Good or Bad?
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and Cons
 
Connect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck PresentationConnect Wave/ connectwave Pitch Deck Presentation
Connect Wave/ connectwave Pitch Deck Presentation
 
SAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptxSAP Build Work Zone - Overview L2-L3.pptx
SAP Build Work Zone - Overview L2-L3.pptx
 
What is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdfWhat is DBT - The Ultimate Data Build Tool.pdf
What is DBT - The Ultimate Data Build Tool.pdf
 
TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024TeamStation AI System Report LATAM IT Salaries 2024
TeamStation AI System Report LATAM IT Salaries 2024
 
"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan"ML in Production",Oleksandr Bagan
"ML in Production",Oleksandr Bagan
 
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: BNC CataList - Tech Forum 2024
 
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptxThe Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
The Role of FIDO in a Cyber Secure Netherlands: FIDO Paris Seminar.pptx
 
Unleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding ClubUnleash Your Potential - Namagunga Girls Coding Club
Unleash Your Potential - Namagunga Girls Coding Club
 
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
Transcript: New from BookNet Canada for 2024: Loan Stars - Tech Forum 2024
 

Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing Techniques (GDC 2007)