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Frostbite on Mobile
Electronic Arts / DICE
•
il y a 8 ans
Colin Barre-Brisebois - GDC 2011 - Approximating Translucency for a Fast, Cheap and Convincing Subsurface-Scattering Look
Colin Barré-Brisebois
•
il y a 13 ans
Lighting Shading by John Hable
Naughty Dog
•
il y a 12 ans
Creating A Character in Uncharted: Drake's Fortune
Naughty Dog
•
il y a 13 ans
Uncharted Animation Workflow
Naughty Dog
•
il y a 13 ans
Art Direction for Uncharted 2: Among Thieves
Naughty Dog
•
il y a 13 ans
Lighting you up in Battlefield 3
Electronic Arts / DICE
•
il y a 13 ans
Rendering Battlefield 4 with Mantle
Electronic Arts / DICE
•
il y a 10 ans
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Electronic Arts / DICE
•
il y a 7 ans
Past, Present and Future Challenges of Global Illumination in Games
Colin Barré-Brisebois
•
il y a 6 ans
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE
•
il y a 8 ans
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Electronic Arts / DICE
•
il y a 6 ans
FrameGraph: Extensible Rendering Architecture in Frostbite
Electronic Arts / DICE
•
il y a 7 ans
Optimizing the Graphics Pipeline with Compute, GDC 2016
Graham Wihlidal
•
il y a 8 ans
Photogrammetry and Star Wars Battlefront
Electronic Arts / DICE
•
il y a 8 ans
Lighting the City of Glass
Electronic Arts / DICE
•
il y a 8 ans
High Dynamic Range color grading and display in Frostbite
Electronic Arts / DICE
•
il y a 7 ans
A Certain Slant of Light - Past, Present and Future Challenges of Global Illumination in Games
Electronic Arts / DICE
•
il y a 6 ans
Custom fabric shader for unreal engine 4
동석 김
•
il y a 8 ans