Game development presentations - a useful reference

There are three presentations on Alan Wake as well. :devilish: XD


Looks like I was completely off on the Impostor tech. :LOL: Voxels eh... Definitely go through the Reach LOD presentation on full screen so you don't miss the transition frames.

Too bad there is no audio for the Alan Wake slides. Not a lot of detail in the slides alone. Big fan of that game, and it had one of the more radical choices in terms of visual tech/design this gen (at least as far as third person games go).
 
Had brief access to a mac. Looks like they got normal map blending in for the faces in Gears 3. Double the cinematics as gears 2 I think. mm..
 
This question may not belong here and it's probably an incredibly stupid question but I've had no luck finding the answer on the internet or the links provided here. Is there anywhere I could read up and see exactly what is stored in system memory and what's typically stored in video memory?

The video memory part I think I get, but it's the system memory I'm not so sure about. I know things like game code, AI, animation, etc. are stored in the system memory, but I was hoping to learn exactly where things are stored. Thanks and sorry for the stupid question :p
 
I don't think there's any strict restriction on what you need to store and where. I suppose a lot of first party PS3 games put all kinds of stuff all around both memory banks to maximize efficiency...
 
A new paper about voxelization and GI.
http://research.nvidia.com/sites/default/files/publications/voxel-pipe.pdf

Source should become available in following page.
http://code.google.com/p/voxelpipe/

Full paper from earlier post is out.
http://artis.imag.fr/Publications/2011/CNSGE11b/

Nice little trick, screen space image based lighting.
http://altdevblogaday.com/2011/04/14/simplifying-my-workflow/

Tri-Ace released couple more papers. (Some very nice looking things, but sadly in japanese. :()
"Real-time Physically Based Rendering - Basic Theory" CEDEC 2011
"Real-time Physically Based Rendering - Implementation" CEDEC 2011
 
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Some very impressive papers..
http://www.mpi-inf.mpg.de/~ritschel/

IE.
Bent Normals and Cones in Screen-space (demo&code)
ManyLoDs: Parallel Many-View Level-of-Detail Selection for Real-Time Global Illumination
Making Imperfect Shadow Maps View-Adaptive: High-Quality Global Illumination in Large Dynamic Scenes
and so on..
 
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