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The Real-time Volumetric Cloudscapes of Horizon Zero Dawn
Guerrilla
•
Vor 8 Jahren
[2016 GDC] Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays
Takahiro Harada
•
Vor 8 Jahren
Beyond porting
Cass Everitt
•
Vor 10 Jahren
The technology behind_the_elemental_demo_16x9-1248544805
mistercteam
•
Vor 8 Jahren
Company of Heroes 2 (COH2) Rendering Technology: The cold facts of recreating the hardest winter conditions of World War 2
Daniel Barrero
•
Vor 10 Jahren
The Rendering Pipeline - Challenges & Next Steps
Johan Andersson
•
Vor 8 Jahren
THE BLACKSMITH demo: Bridging the Gap between Realtime and Offline CG
Renaldas Zioma
•
Vor 8 Jahren
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE
•
Vor 8 Jahren
Culture Code - E3 Reloaded - Making Work Suck Less
TEDxMongKok
•
Vor 8 Jahren
Approaching zero driver overhead
Cass Everitt
•
Vor 10 Jahren
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
•
Vor 12 Jahren
Lighting you up in Battlefield 3
Electronic Arts / DICE
•
Vor 13 Jahren
Modular Rigging in Battlefield 3
Electronic Arts / DICE
•
Vor 12 Jahren
SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3
Electronic Arts / DICE
•
Vor 13 Jahren
Shiny PC Graphics in Battlefield 3
Electronic Arts / DICE
•
Vor 12 Jahren
Terrain in Battlefield 3: A Modern, Complete and Scalable System
Electronic Arts / DICE
•
Vor 12 Jahren
5 Major Challenges in Real-time Rendering (2012)
Electronic Arts / DICE
•
Vor 11 Jahren
Moving Frostbite to Physically Based Rendering
Electronic Arts / DICE
•
Vor 9 Jahren
Gdc 14 bringing unreal engine 4 to open_gl
changehee lee
•
Vor 9 Jahren
How to build a great coding culture
Mark Halvorson
•
Vor 8 Jahren