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Latest Additions ...


2019
Jul
Creating the Atmospheric World of Red Dead Redemption 2 en
  1. Fabian Bauer
  2. Advances in Real-Time Rendering in 3D Graphics and Games
  3. Red Dead Redemption 2
  4. AO Atmospheric Scattering Clouds Light Shafts Lightning Raymarch Sky Volumetric Fog
2021
Mar
The Technical Art of The Last of Us Part II by Waylon Brinck and Steven Tang || SIGGRAPH 2020 en
  1. Slides (PowerPoint)
  2. Steven Tang , Waylon Brinck
  3. YouTube
  4. The Last of Us Part II
  5. Eyes Glass Heightmap Snow Wetting
2019
Aug
High Dynamic Range Color Grading and Display in Frostbite en
  1. Alex Fry
  2. YouTube
  3. Frostbite 3
  4. Color Grading HDR HDR Displays
2019
May
Marvel's Spider-Man: A Technical Postmortem en
  1. Elan Ruskin
  2. YouTube
  3. Marvel's Spider-Man
  4. Frame Analysis Procedural Generation Streaming
2019
Jul
Philip Hammer - Bindless Deferred Decals in The Surge 2 en
  1. Philip Hammer
  2. YouTube
  3. The Surge 2
  4. Deferred Decals
2019
Apr
Forager: Optimization In GameMaker en
  1. Ross Manthorp
  2. Yoyo Games
  3. Forager
  4. 2d optimization
2018
Mar
Circular Separable Convolution Depth of Field en
  1. Kleber Garcia
  2. Electronic Arts Inc.
  3. FIFA 17
  4. Frostbite 3
  5. Bokeh DOF
2017
Mar
High Dynamic Range color grading and display in Frostbite en
  1. Slides (embedded) , Slides (PowerPoint)
  2. Alex Fry
  3. Electronic Arts Inc.
  4. Frostbite 3
  5. Color Grading HDR HDR Displays
2017
Mar
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda en
  1. Graham Wihlidal
  2. Electronic Arts Inc.
  3. Battlefield 1 , Mass Effect: Andromeda
  4. Checkerboard Rendering
2017
Mar
FrameGraph: Extensible Rendering Architecture in Frostbite en
  1. Slides (Powerpoint) , Slides (Pdf) , Slides (Embedded)
  2. Yuriy O'Donnell
  3. Electronic Arts Inc.
  4. Frostbite 3
  5. FrameGraph Graph Parallelism
2015
Aug
Rendering Battlefield 4 with Mantle en
  1. Johan Andersson
  2. Electronic Arts Inc.
  3. Battlefield 4
  4. Mantle
2014
Nov
Per-face parameterization for Texture Mapping of Geometry in Real-Time en
  1. Johan Beck-Norén
  2. Electronic Arts Inc.
  3. Frostbite 3
  4. Mesh Colors Texture mapping
2014
Nov
Moving Frostbite to PBR en
  1. Notes (pdf) , Slides (embedded) , Slides (Pdf) , Slides (PowerPoint) , Mathematica (Pdf, zipped)
  2. Charles de Rousiers , Sébastien Lagarde
  3. Electronic Arts Inc.
  4. Frostbite 3
  5. IBL Lighting Materials PBR
2013
Nov
Mantle for Developers en
  1. Johan Andersson
  2. Electronic Arts Inc.
  3. Battlefield 4
  4. Mantle
2007
Aug
Terrain Rendering in Frostbite using Procedural Shader Splatting - Frostbite en
  1. Slides (embedded) , Slides (Pdf) , Slides (PowerPoint)
  2. Johan Andersson
  3. Electronic Arts Inc.
  4. Battlefield: Bad Company
  5. Destruction LOD Procedural Placement Procedural Texturing Terrain
2013
Sep
Stable SSAO in Battlefield 3 with Selective Temporal Filtering en
  1. Louis Bavoil
  2. Electronic Arts Inc.
  3. Battlefield 3
  4. Anti Aliasing HBAO
2013
Sep
Shiny PC Graphics in Battlefield 3 en
  1. Johan Andersson
  2. Electronic Arts Inc.
  3. Battlefield 3
  4. Deferred Shading Frame Analysis Particle System Post processing Streaming Terrain
2016
Apr
High Performance Vulkan en
  1. John McDonald
  2. GPU Technology Conference
  3. Source 2
  4. Parallelism Vulkan
2012
Feb
Realtime Interactive Water Waves en
  1. Björn Ottosson
  2. Electronic Arts Inc.
  3. Frostbite 2
  4. Water Water flow Waves
2013
Feb
Adaptive Hardware-accelerated Terrain Tessellation en
  1. Albert Cervin
  2. Electronic Arts Inc.
  3. Frostbite 2
  4. CDLOD DirectX 11 LOD Terrain Tessellation
2011
Apr
DirectX 11 Rendering in Battlefield 3 en
  1. Johan Andersson
  2. Electronic Arts Inc.
  3. Battlefield 3
  4. Deferred Shading DirectX 11 Displacement Mapping FXAA Geometry instancing MSAA SRAA Streaming Terrain
2011
Mar
Lighting you up in Battlefield 3 - Frostbite en
  1. Slides (embedded) , Slides (Pdf) , Slides (PowerPoint)
  2. Kenny Magnusson
  3. Electronic Arts Inc.
  4. Battlefield 3
  5. Deferred Shading HDR Particle System Radiosity
2011
Mar
Culling the Battlefield Data Oriented Design in Practice en
  1. Daniel Collin
  2. Electronic Arts Inc.
  3. Battlefield 3
  4. Bounding Culling Parallelism
2012
Mar
Terrain in Battlefield 3: A Modern, Complete and Scalable System en
  1. Slides (Pdf) , Slides (PowerPoint)
  2. Mattias Widmark
  3. Electronic Arts Inc.
  4. Battlefield 3
  5. Destruction Procedural Generation Procedural Placement Streaming Terrain Virtual Texturing
2010
Aug
A Real-time Radiosity Architecture en
  1. Slides (embedded) , Slides (PowerPoint)
  2. Per Einarsson , Sam Martin
  3. Electronic Arts Inc.
  4. Frostbite 2
  5. Radiosity
  1. older