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Linux Performance Analysis and Tools
Brendan Gregg
•
il y a 11 ans
Approaching zero driver overhead
Cass Everitt
•
il y a 10 ans
Beyond porting
Cass Everitt
•
il y a 10 ans
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE
•
il y a 8 ans
Modular Level Design for Skyrim
Joel Burgess
•
il y a 11 ans
Data oriented design and c++
Mike Acton
•
il y a 9 ans
Screen Space Decals in Warhammer 40,000: Space Marine
Pope Kim
•
il y a 11 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
GDC 2015 - Low-latency Multiplayer Gaming with AWS
Nate Wiger
•
il y a 9 ans
The Rendering Pipeline - Challenges & Next Steps
Johan Andersson
•
il y a 8 ans
Rendering Battlefield 4 with Mantle
Electronic Arts / DICE
•
il y a 10 ans
Rendering Tech of Space Marine
Pope Kim
•
il y a 12 ans
Relic's FX System
Daniel Barrero
•
il y a 11 ans
GDC 2012: Advanced Procedural Rendering in DX11
smashflt
•
il y a 12 ans
Accelerating Vector Graphics Rendering using the Graphics Hardware Pipeline
Mark Kilgard
•
il y a 8 ans
Company of Heroes 2 (COH2) Rendering Technology: The cold facts of recreating the hardest winter conditions of World War 2
Daniel Barrero
•
il y a 10 ans
GTC 2014 - DirectX 11 Rendering and NVIDIA GameWorks in Batman: Arkham Origins
Colin Barré-Brisebois
•
il y a 10 ans
Bethesda's Iterative Level Design Process for Skyrim and Fallout 3
Joel Burgess
•
il y a 9 ans
Uncharted3 effect technique
MinGeun Park
•
il y a 12 ans