- Présentations
- Documents
- Infographies
Siggraph 2011: Occlusion culling in Alan Wake
Umbra
•
il y a 12 ans
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
AMD Developer Central
•
il y a 9 ans
A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)
Takahiro Harada
•
il y a 10 ans
GS-4106 The AMD GCN Architecture - A Crash Course, by Layla Mah
AMD Developer Central
•
il y a 10 ans
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Guerrilla
•
il y a 9 ans
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Electronic Arts / DICE
•
il y a 6 ans
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
Electronic Arts / DICE
•
il y a 5 ans
Screen Space Reflections in The Surge
Michele Giacalone
•
il y a 7 ans
Stochastic Screen-Space Reflections
Electronic Arts / DICE
•
il y a 8 ans
Uncharted 2: Character Pipeline
Naughty Dog
•
il y a 13 ans
Game Art Bible - Secret Sauce to Making Great Game Art
Kshiraj Telang
•
il y a 10 ans
Introducting the art pipeline
David Edwards
•
il y a 8 ans
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time rendering course)
JP Lee
•
il y a 11 ans
NVIDIA CES 2016 Highlights
NVIDIA
•
il y a 8 ans
VR Base Camp: Scaling the Next Major Platform
NVIDIA
•
il y a 8 ans
GTC 2015 Highlights
NVIDIA
•
il y a 9 ans
NVIDIA CES 2016 Press Conference
NVIDIA
•
il y a 8 ans
OpenGL for 2015
Mark Kilgard
•
il y a 8 ans
Approaching zero driver overhead
Cass Everitt
•
il y a 10 ans
OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead
Tristan Lorach
•
il y a 9 ans