Suche senden
Hochladen
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware 2008)
•
Als PPT, PDF herunterladen
•
8 gefällt mir
•
7,978 views
Johan Andersson
Folgen
Technologie
Kunst & Fotos
Diashow-Anzeige
Melden
Teilen
Diashow-Anzeige
Melden
Teilen
1 von 45
Jetzt herunterladen
Empfohlen
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
Electronic Arts / DICE
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Johan Andersson
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
Electronic Arts / DICE
Screen Space Reflections in The Surge
Screen Space Reflections in The Surge
Michele Giacalone
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Tiago Sousa
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
Tiago Sousa
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
Lighting the City of Glass
Lighting the City of Glass
Electronic Arts / DICE
Empfohlen
DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3
Electronic Arts / DICE
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Johan Andersson
Shiny PC Graphics in Battlefield 3
Shiny PC Graphics in Battlefield 3
Electronic Arts / DICE
Screen Space Reflections in The Surge
Screen Space Reflections in The Surge
Michele Giacalone
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Tiago Sousa
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
Tiago Sousa
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Electronic Arts / DICE
Lighting the City of Glass
Lighting the City of Glass
Electronic Arts / DICE
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
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
Electronic Arts / DICE
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
Electronic Arts / DICE
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
stevemcauley
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Johan Andersson
Stochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
Electronic Arts / DICE
A Bit More Deferred Cry Engine3
A Bit More Deferred Cry Engine3
guest11b095
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Johan Andersson
Next generation graphics programming on xbox 360
Next generation graphics programming on xbox 360
VIKAS SINGH BHADOURIA
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)
Tiago Sousa
Parallel Futures of a Game Engine (v2.0)
Parallel Futures of a Game Engine (v2.0)
Johan Andersson
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Guerrilla
Secrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics Technology
Tiago Sousa
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
Electronic Arts / DICE
Lighting you up in Battlefield 3
Lighting you up in Battlefield 3
Electronic Arts / DICE
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Electronic Arts / DICE
Frostbite on Mobile
Frostbite on Mobile
Electronic Arts / DICE
CryENGINE 3 Rendering Techniques
CryENGINE 3 Rendering Techniques
Tiago Sousa
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Electronic Arts / DICE
Star Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processing
umsl snfrzb
Parallel Futures of a Game Engine
Parallel Futures of a Game Engine
Johan Andersson
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Johan Andersson
Weitere ähnliche Inhalte
Was ist angesagt?
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
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
Electronic Arts / DICE
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
Electronic Arts / DICE
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
stevemcauley
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Johan Andersson
Stochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
Electronic Arts / DICE
A Bit More Deferred Cry Engine3
A Bit More Deferred Cry Engine3
guest11b095
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Johan Andersson
Next generation graphics programming on xbox 360
Next generation graphics programming on xbox 360
VIKAS SINGH BHADOURIA
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)
Tiago Sousa
Parallel Futures of a Game Engine (v2.0)
Parallel Futures of a Game Engine (v2.0)
Johan Andersson
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Guerrilla
Secrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics Technology
Tiago Sousa
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
Electronic Arts / DICE
Lighting you up in Battlefield 3
Lighting you up in Battlefield 3
Electronic Arts / DICE
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Electronic Arts / DICE
Frostbite on Mobile
Frostbite on Mobile
Electronic Arts / DICE
CryENGINE 3 Rendering Techniques
CryENGINE 3 Rendering Techniques
Tiago Sousa
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Electronic Arts / DICE
Star Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processing
umsl snfrzb
Was ist angesagt?
(20)
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...
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
Moving Frostbite to Physically Based Rendering
Moving Frostbite to Physically Based Rendering
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Stochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
A Bit More Deferred Cry Engine3
A Bit More Deferred Cry Engine3
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Next generation graphics programming on xbox 360
Next generation graphics programming on xbox 360
Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)
Parallel Futures of a Game Engine (v2.0)
Parallel Futures of a Game Engine (v2.0)
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Secrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics Technology
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
Lighting you up in Battlefield 3
Lighting you up in Battlefield 3
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Frostbite on Mobile
Frostbite on Mobile
CryENGINE 3 Rendering Techniques
CryENGINE 3 Rendering Techniques
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Star Ocean 4 - Flexible Shader Managment and Post-processing
Star Ocean 4 - Flexible Shader Managment and Post-processing
Andere mochten auch
Parallel Futures of a Game Engine
Parallel Futures of a Game Engine
Johan Andersson
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Johan Andersson
Bending the Graphics Pipeline
Bending the Graphics Pipeline
Electronic Arts / DICE
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next Steps
Johan Andersson
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
Graham Wihlidal
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
Electronic Arts / DICE
Scope Stack Allocation
Scope Stack Allocation
Electronic Arts / DICE
5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)
Electronic Arts / DICE
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
Electronic Arts / DICE
High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in Frostbite
Electronic Arts / DICE
Introduction to Data Oriented Design
Introduction to Data Oriented Design
Electronic Arts / DICE
A Real-time Radiosity Architecture
A Real-time Radiosity Architecture
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...
Electronic Arts / DICE
Executable Bloat - How it happens and how we can fight it
Executable Bloat - How it happens and how we can fight it
Electronic Arts / DICE
5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive Rendering
Electronic Arts / DICE
Destruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance Fields
Electronic Arts / DICE
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
Anders Clerwall
Mantle for Developers
Mantle for Developers
Electronic Arts / DICE
Rendering Battlefield 4 with Mantle
Rendering Battlefield 4 with Mantle
Electronic Arts / DICE
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars Battlefront
Electronic Arts / DICE
Andere mochten auch
(20)
Parallel Futures of a Game Engine
Parallel Futures of a Game Engine
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Bending the Graphics Pipeline
Bending the Graphics Pipeline
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next Steps
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
Scope Stack Allocation
Scope Stack Allocation
5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in Frostbite
Introduction to Data Oriented Design
Introduction to Data Oriented Design
A Real-time Radiosity Architecture
A Real-time Radiosity Architecture
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...
Executable Bloat - How it happens and how we can fight it
Executable Bloat - How it happens and how we can fight it
5 Major Challenges in Interactive Rendering
5 Major Challenges in Interactive Rendering
Destruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance Fields
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM
Mantle for Developers
Mantle for Developers
Rendering Battlefield 4 with Mantle
Rendering Battlefield 4 with Mantle
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars Battlefront
Ähnlich wie The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware 2008)
D3 D10 Unleashed New Features And Effects
D3 D10 Unleashed New Features And Effects
Thomas Goddard
Unite 2013 optimizing unity games for mobile platforms
Unite 2013 optimizing unity games for mobile platforms
ナム-Nam Nguyễn
FGS 2011: Making A Game With Molehill: Zombie Tycoon
FGS 2011: Making A Game With Molehill: Zombie Tycoon
mochimedia
Gpu presentation
Gpu presentation
spartasoft
PhD defense talk (portfolio of my expertise)
PhD defense talk (portfolio of my expertise)
Gernot Ziegler
NVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and Transparency
Mark Kilgard
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
AMD Developer Central
LIAO TSEN YUNG Cover Letter
LIAO TSEN YUNG Cover Letter
Tsen Yung Liao
Gpu
Gpu
hashim102
Monte Carlo on GPUs
Monte Carlo on GPUs
fcassier
Visibility Optimization for Games
Visibility Optimization for Games
Umbra
Visibility Optimization for Games
Visibility Optimization for Games
Sampo Lappalainen
Introduction To Massive Model Visualization
Introduction To Massive Model Visualization
pjcozzi
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.
Crysis 2-key-rendering-features
Crysis 2-key-rendering-features
Raimundo Renato
Commandlistsiggraphasia2014 141204005310-conversion-gate02
Commandlistsiggraphasia2014 141204005310-conversion-gate02
RubnCuesta2
Your Game Needs Direct3D 11, So Get Started Now!
Your Game Needs Direct3D 11, So Get Started Now!
Johan Andersson
565 Alpha Chun-Fu Chao
565 Alpha Chun-Fu Chao
Frank Chao
Advanced Graphics Workshop - GFX2011
Advanced Graphics Workshop - GFX2011
Prabindh Sundareson
Gpu with cuda architecture
Gpu with cuda architecture
Dhaval Kaneria
Ähnlich wie The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware 2008)
(20)
D3 D10 Unleashed New Features And Effects
D3 D10 Unleashed New Features And Effects
Unite 2013 optimizing unity games for mobile platforms
Unite 2013 optimizing unity games for mobile platforms
FGS 2011: Making A Game With Molehill: Zombie Tycoon
FGS 2011: Making A Game With Molehill: Zombie Tycoon
Gpu presentation
Gpu presentation
PhD defense talk (portfolio of my expertise)
PhD defense talk (portfolio of my expertise)
NVIDIA Graphics, Cg, and Transparency
NVIDIA Graphics, Cg, and Transparency
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
Keynote (Johan Andersson) - Mantle for Developers - by Johan Andersson, Techn...
LIAO TSEN YUNG Cover Letter
LIAO TSEN YUNG Cover Letter
Gpu
Gpu
Monte Carlo on GPUs
Monte Carlo on GPUs
Visibility Optimization for Games
Visibility Optimization for Games
Visibility Optimization for Games
Visibility Optimization for Games
Introduction To Massive Model Visualization
Introduction To Massive Model Visualization
Evolution of the modern graphics architectures with a focus on GPUs | Turing1...
Evolution of the modern graphics architectures with a focus on GPUs | Turing1...
Crysis 2-key-rendering-features
Crysis 2-key-rendering-features
Commandlistsiggraphasia2014 141204005310-conversion-gate02
Commandlistsiggraphasia2014 141204005310-conversion-gate02
Your Game Needs Direct3D 11, So Get Started Now!
Your Game Needs Direct3D 11, So Get Started Now!
565 Alpha Chun-Fu Chao
565 Alpha Chun-Fu Chao
Advanced Graphics Workshop - GFX2011
Advanced Graphics Workshop - GFX2011
Gpu with cuda architecture
Gpu with cuda architecture
Kürzlich hochgeladen
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
Anna Loughnan Colquhoun
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Katpro Technologies
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
apidays
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
Enterprise Knowledge
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Igalia
Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024
The Digital Insurer
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
The Digital Insurer
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
HampshireHUG
Advantages of Hiring UIUX Design Service Providers for Your Business
Advantages of Hiring UIUX Design Service Providers for Your Business
Pixlogix Infotech
Slack Application Development 101 Slides
Slack Application Development 101 Slides
praypatel2
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf
hans926745
Artificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and Myths
Joaquim Jorge
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
Earley Information Science
🐬 The future of MySQL is Postgres 🐘
🐬 The future of MySQL is Postgres 🐘
RTylerCroy
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
Enterprise Knowledge
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
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
UK Journal
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?
Igalia
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
The Digital Insurer
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
Delhi Call girls
Kürzlich hochgeladen
(20)
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Factors to Consider When Choosing Accounts Payable Services Providers.pptx
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
IAC 2024 - IA Fast Track to Search Focused AI Solutions
IAC 2024 - IA Fast Track to Search Focused AI Solutions
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Raspberry Pi 5: Challenges and Solutions in Bringing up an OpenGL/Vulkan Driv...
Finology Group – Insurtech Innovation Award 2024
Finology Group – Insurtech Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
04-2024-HHUG-Sales-and-Marketing-Alignment.pptx
Advantages of Hiring UIUX Design Service Providers for Your Business
Advantages of Hiring UIUX Design Service Providers for Your Business
Slack Application Development 101 Slides
Slack Application Development 101 Slides
[2024]Digital Global Overview Report 2024 Meltwater.pdf
[2024]Digital Global Overview Report 2024 Meltwater.pdf
Artificial Intelligence: Facts and Myths
Artificial Intelligence: Facts and Myths
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
EIS-Webinar-Prompt-Knowledge-Eng-2024-04-08.pptx
🐬 The future of MySQL is Postgres 🐘
🐬 The future of MySQL is Postgres 🐘
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
The Role of Taxonomy and Ontology in Semantic Layers - Heather Hedden.pdf
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Mastering MySQL Database Architecture: Deep Dive into MySQL Shell and MySQL R...
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
Understanding Discord NSFW Servers A Guide for Responsible Users.pdf
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?
Tata AIG General Insurance Company - Insurer Innovation Award 2024
Tata AIG General Insurance Company - Insurer Innovation Award 2024
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
08448380779 Call Girls In Diplomatic Enclave Women Seeking Men
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware 2008)
1.
The Intersection of
Game Engines & GPUs: Current & Future Johan Andersson Rendering Architect 2.5
2.
3.
4.
BFBC screenshot
5.
BFBC screenshot
6.
7.
8.
9.
10.
11.
Rendering & Parallelization
12.
13.
14.
15.
16.
17.
18.
19.
20.
21.
Texturing
22.
23.
24.
25.
26.
27.
28.
29.
Raytracing
30.
31.
Mirror’s Edge
32.
33.
Mirror’s Edge Soft
reflections
34.
GPGPU
35.
36.
37.
38.
39.
Questions? Contact: johan.andersson@dice.se
40.
41.
Bonus slides
42.
43.
44.
45.
Jetzt herunterladen