1、Neural Shading for Real-Time GraphicsAndrew Allan,Devtech Engineer|Graphics Programming ConferenceIntroduction Why Neural Shading?Real-time rendering is about approximating reality with the highest f。
2、Scope Hitman&G2 Internal port Live updates-Elusive Targets Older branch of G2 No content changes No geometry streaming system Aspire to have low maintenance costMobile Platforms Smartphones&T。
3、BEHAVIOURINTERACTIVEHIGHLY CONFIDENTIAL DO NOT REDISTRIBUTEMethodical GPU Profiling2B E H A V I O U R I N T E R A C T I V EIntroductionLeon BrandsSenior Graphics ProgrammerBehaviour InteractiveSocial。
4、Lukas Feller Graphics Programmer Last year Fog,this year VFX:)Enshrouded VFX System Existing system showed its age Entirely new VFX system Designed in close collaboration with the VFX artistsEnshroud。
5、Hi ThereAbout me:EA SEED(2019-)Improbable(2019)EA Frostbite Physics(2010-2019)Vaporwave is a product of the SEED Dynamic Worlds team,particularly these folks-Im ChrisChris LewinHenrik HalenWill Donne。
6、1VARIABLE-RATE COMPUTE SHADERSin DOOM:The Dark AgesMartin FullerPrincipal EngineerXbox Advanced Technology GroupPhilip HammerPrincipal Engine Programmerid Software2 2Motivation60 FPS on Xbox Series X。
7、Confidential Qualcomm Technologies,Inc.and/or its affiliated companies May Contain Trade SecretsSnapdragon and Qualcomm branded products are products of Qualcomm Technologies,Inc.and/or its subsidiar。
8、A decade of SEED:Lessons from 10 years of R&D in GamesColin Barr-BriseboisMy PathStarted at Electronic Arts in 2004Rendering Engineer at EA MontralRendering Engineer at DICEJoined Warner Brothers。
9、Folie 2 Folie 42DefineImplementDiagnoseValidate012345UnderstandAnalyse3InteractivityMemoryPowerTotal Addressable Market4567In-depth shader profilingXVE stall sampling,with per-instruction visualisati。
10、Previous generation World War ZWe used fixed-height dynamic resolution on consolesTAA as an antialiasing solution without upscaling on consolesFXAA for low-preset settings on PCRender resolutionTarge。
11、1VISIBILITY BUFFER AND DEFERRED RENDERINGin DOOM:The Dark AgesDominik LazarekPrincipal Engine ProgrammerPhilip HammerPrincipal Engine Programmer2 2https:/youtu.be/4tk8lkmYGWQ?t=213 3idTech:Driving th。
12、Shader To Human(S2H)Martin MittringMMittringEA.comAnushka NairAnuNairEA.comMartin MittringMMittringEA.comAnushka NairAnuNairEA.comSEEDhttps:/ library for debugging shadersThink of PrintF for shadersW。
13、Simon Ren StempfleJunior Programmer Keen Games since 2023IntroductionAndreas MantlerSenior Graphics Programmer Keen Games since 2024What is Enshrouded?IntroductionWhat is Enshrouded?IntroductionIntro。
14、Sergey SharybinBlender CyclesArchitecture of a unified CPU/GPU path tracerBut first.Blender 5.0 is out!Massive release,check out at blender.orgTalk OverviewIntroduction What is Cycles?Difference from。
15、Writing Shaders Today:Complexity Abounds Shader codebases have become incredibly large&complex Developers need to deploy to many platforms Shader combinatorial explosion Fragile manual data bindi。
16、How to Decimate your texturesBCn compression tricks in Horizon Forbidden Westhugh.malanguerrilla- Nubis picture ApproximateIdealPicture of long distance shadows16bpp input =4bpp BC1 outputRequirement。
17、IntroductionDragon age:The Veilguard-the latest installment in Dragon Age series.Developed on Frostbite Engine.Launched on PC,PS5 and XBSX/S.Small rendering team at BioWare.5 rendering engineers.Supp。
18、Battlefield 6:Pushing visual fidelity while optimizing for all hardwareNotices&Disclaimers The preceding presentation contains product features that are currently under development.Information sh。
19、Dennis Gustafsson&Gabe Rundlett Tuxedo LabsRaytracing VoxelsIn Teardown and beyondFast Voxel Traversal AlgorithmAmanatides&Woo(1987)LightingShadow volume4 objects,individually transformedSing。
20、Real-time Graphics in BlenderJeroen Bakkerjeroenblender.orgThe human brain.Eye only provides very limited informationFills in blank spotsTemporal feedbackUp-scalingHallucinatesCan even imagine from j。
21、The Aircraft of TheseusShipping X-Plane for 30 yearsIntroduction-Laminar ResearchSmall,privately owned,companyFounded in 1995Fully remoteExclusively working on X-Plane2Introduction-X-PlaneFAA approve。