Discussion in 'Rendering Technology and APIs' started by liolio, Sep 16, 2009.
I recognize some of those words.
Some open realtime rendering presentation are available online
Physical based material rendering
Global illumination presentation
http://openproblems.realtimerendering.com/s2017/04-Future Compute SIGGRAPH 2017.pptx
Another one from EA Seed and a B3D member (@Andrew Lauritzen). It is about the future of rendering and the future of the hardware from a Dev side and improve the compute langage because too much brute force and we can improve rendering with clever algorithm via compute shading.
Evolution of Programmable Models - Looks like Natalya moved on from Bungie to Unity recently.
Paper from a guy working at DICE
this would be amazing to have in more games. Though looks CPU intensive. The presentation was long, are their sections where they describe hardware requirements? It's kind of weird that i don't recall the sound to be like that. FF, now I got to check it out. Ahh okay, so not all of Triton shipped with GOW due to RAM budget.
There's also Steam Audio:
Has plugins for both Unity and UE4.
2 decades on, finally reviving what Creative murdered.
Brigade next year is going to be awesome.
And for those who hate Unity for performance reasons I think you'll like this:
Talks about their move to a data oriented paradigm, the jobs system and the new C# compiler.
Interesting blog article about occlusion culling
Paper on Decima engine visibility
AI in Horizon Zero Dawn
The Visual Effects of inFAMOUS: Second Son, GDC2014 presentation recording.
Color in games: An in-depth look at one of game design's most useful tools
Linked this in the radeon gpu profiler thread. It's a presentation on how to use use radeon gpu profiler to optimize your code.
Translation of The Last Guardian's procedural animation talk from last year:
Doom 2016's AI driven animation from GDC.