High Dynamic Range color grading and display in Frostbite

Talk by Alex Fry at GDC 2017. This talk presents the approach Frostbite took to add support for HDR displays. It will summarize Frostbite’s previous post processing pipeline and what the issues were. Attendees will learn the decisions made to

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4K Checkerboard in Battlefield 1 and Mass Effect Andromeda

Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017. Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this

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FrameGraph: Extensible Rendering Architecture in Frostbite

Talk by Yuriy O’Donnell at GDC 2017. This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes our new rendering abstraction design, which is based on

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Tiled Light Trees

Technical paper by Yuriy O’Donnell (Frostbite) and Matthäus Chajdas (AMD) for I3D 2017. Handling many light sources in real-time is still one of the big challenges in real-time graphics. Even the most recent approaches like practical clustered shading still have

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Lighting the City of Glass

Presentation by Fabien Christin from DICE at GDC 2016. Overview Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror’s Edge game isn’t an easy task. In this

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Photogrammetry and Star Wars Battlefront

Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016. Overview Photogrammetry has started to gain steam within the Games Industry in recent years. At DICE, this technique was first used on Battlefield and they fully embraced the

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Optimizing the Graphics Pipeline with Compute

Technical talk by Graham Wihlidal at GDC 2016. With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the

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Matching of geometrically and topologically changing meshes

Master thesis done at DICE by Kristoffer Jonsson from Uppsala University. The aim for this thesis is to develop a foundation for a compression system for animated mesh sequences, specifically under dynamic change of mesh geometry and topology. Compression of

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Physically-based & Unified Volumetric Rendering in Frostbite

Talk by Sebastien Hillaire at SIGGRAPH 2015 in the Advances in Real-time Rendering course. Rendering convincing participating media for real time applications, e.g. games, has always been a difficult problem. Particles are often used as a fast approximation for local

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The Rendering Pipeline – Challenges & Next Steps

Talk by Johan Andersson at SIGGRAPH 2015 in the Open Problems in Real-time Rendering course. This talk will go through and give an overview of what some of the major challenges are with the advanced real-time rendering pipelines in modern

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