SlideShare ist ein Scribd-Unternehmen logo
1 von 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

Weitere ähnliche Inhalte

Was ist angesagt?

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
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbiteElectronic Arts / DICE
 
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
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnGuerrilla
 
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
 
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
 
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
 
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14AMD Developer Central
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2Guerrilla
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The SurgeMichele Giacalone
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space MarinePope Kim
 
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonLow-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonAMD Developer Central
 
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
 
Parallel Futures of a Game Engine
Parallel Futures of a Game EngineParallel Futures of a Game Engine
Parallel Futures of a Game EngineJohan Andersson
 
OpenGL 4.4 - Scene Rendering Techniques
OpenGL 4.4 - Scene Rendering TechniquesOpenGL 4.4 - Scene Rendering Techniques
OpenGL 4.4 - Scene Rendering TechniquesNarann29
 

Was ist angesagt? (20)

Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
 
Lighting the City of Glass
Lighting the City of GlassLighting the City of Glass
Lighting the City of Glass
 
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based RenderingMoving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
 
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
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
 
Decima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero DawnDecima Engine: Visibility in Horizon Zero Dawn
Decima Engine: Visibility in Horizon Zero Dawn
 
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
 
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)
 
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
 
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The Surge
 
Rendering Tech of Space Marine
Rendering Tech of Space MarineRendering Tech of Space Marine
Rendering Tech of Space Marine
 
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil PerssonLow-level Shader Optimization for Next-Gen and DX11 by Emil Persson
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
 
Frostbite on Mobile
Frostbite on MobileFrostbite on Mobile
Frostbite on Mobile
 
Parallel Futures of a Game Engine
Parallel Futures of a Game EngineParallel Futures of a Game Engine
Parallel Futures of a Game Engine
 
OpenGL 4.4 - Scene Rendering Techniques
OpenGL 4.4 - Scene Rendering TechniquesOpenGL 4.4 - Scene Rendering Techniques
OpenGL 4.4 - Scene Rendering Techniques
 

Andere mochten auch

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
 
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
 
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
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsJohan 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
 
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
 
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
 
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
 
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
 

Andere mochten auch (20)

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
 
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
 
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 ...
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next Steps
 
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
 
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
 
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
 
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
 
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)
 
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
 

Ähnlich wie 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
 

Ähnlich wie 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
 

Kürzlich hochgeladen

Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FMESafe Software
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyKhushali Kathiriya
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerThousandEyes
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherRemote DBA Services
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxRustici Software
 
Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...
Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...
Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...apidays
 
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Jeffrey Haguewood
 
A Beginners Guide to Building a RAG App Using Open Source Milvus
A Beginners Guide to Building a RAG App Using Open Source MilvusA Beginners Guide to Building a RAG App Using Open Source Milvus
A Beginners Guide to Building a RAG App Using Open Source MilvusZilliz
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonAnna Loughnan Colquhoun
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...DianaGray10
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businesspanagenda
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobeapidays
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAndrey Devyatkin
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...apidays
 
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...apidays
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Miguel Araújo
 
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProduct Anonymous
 
ICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesrafiqahmad00786416
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024The Digital Insurer
 

Kürzlich hochgeladen (20)

Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
 
Artificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : UncertaintyArtificial Intelligence Chap.5 : Uncertainty
Artificial Intelligence Chap.5 : Uncertainty
 
How to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected WorkerHow to Troubleshoot Apps for the Modern Connected Worker
How to Troubleshoot Apps for the Modern Connected Worker
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a Fresher
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptx
 
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
 
Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...
Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...
Apidays Singapore 2024 - Scalable LLM APIs for AI and Generative AI Applicati...
 
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
 
A Beginners Guide to Building a RAG App Using Open Source Milvus
A Beginners Guide to Building a RAG App Using Open Source MilvusA Beginners Guide to Building a RAG App Using Open Source Milvus
A Beginners Guide to Building a RAG App Using Open Source Milvus
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
 
Why Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire businessWhy Teams call analytics are critical to your entire business
Why Teams call analytics are critical to your entire business
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of Terraform
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
 
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
Apidays New York 2024 - Accelerating FinTech Innovation by Vasa Krishnan, Fin...
 
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
 
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
 
ICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesICT role in 21st century education and its challenges
ICT role in 21st century education and its challenges
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 

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