SlideShare a Scribd company logo
1 of 82
Lighting you up in Battlefield 3 Kenny Magnusson (DICE) GDC 2011
Agenda: Past: Battlefield and Mirror's edge Want: The best from both worlds Improvements Real-time radiosity lighting system Frostbite 2 How: Real time radiosity architecture Small environments Large environments Lights Best practice Conclusion: Summary:
PAST: Battlefield Bad Company  Frostbite 1 Mirror’s Edge Unreal Engine 3
PAST: Battlefield Bad Company  Frostbite 1 Mirror’s Edge Unreal Engine 3  Forward-rendering No streaming Hemispherical sky/ground light + directional sun light  3 point lighting 100% Dynamic shadows, cascaded shadowmaps 3 slices, 1024x1024 Single (!) point light per object No Global Illumination No Screen Space Ambient Occlusion Static sky occlusion maps for buildings & bigger objects Static sky occlusion volumes for indoor environments that dynamic objects sampled a single value from Forward-rendering Streaming Static world / static lighting Illuminate Labs Beast Offline Generation Global Illumination (bounce, emissive, translucent) Stored as directional lightmaps (Radiosity Normal Maps) Dynamic objects (i.e. Faith) Pre-calculated light probes form basis for relighting dynamic objects Combine most relevant probes to form SH basis for lighting Extract major light axis as “directional light source” Use conventional shadow mapping from extracted directional
WANT: How could we get the best from both worlds? + some more..
WANT: GI In a highly dynamic and destructible environment
WANT: Indoor
WANT: Outdoor
WANT: Large environments with reflective surfaces
WANT: Lights
WANT: Improvements
WANT: Improvements Deferred rendering
WANT: Improvements Deferred rendering More lighting models
WANT: Improvements Deferred rendering More lighting models Translucency
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows Simultaneous
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows Simultaneous Particle lighting
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows Simultaneous Particle lighting Bloom
WANT: Improvements Deferred rendering More lighting models Translucency Faster workflows Simultaneous Particle lighting Bloom Filmic Tonemapping
WANT: Real-time radiosity lighting system Enlighten Geomerics Cambridge, UK based. Spun out of Cambridge University Collaborated over many years Works for all platforms PLAYSTATION®3,XBox 360™, PC for Windows.
WANT: Frostbite 2
HOW: ”Realtimeradiosity architecture for a game” How does the full lighting pipeline work in Battlefield 3
HOW: Specular
HOW: Diffuse
HOW: Specular bounce
HOW: Diffuse bounce
HOW: Pre‐baked lightmaps
HOW: Typical lightmap
HOW: Placing direct lights
HOW: Radiosity
HOW:
HOW:
HOW:
HOW: Lightmap lit geometry Large and inanimate Receive and bounce light Static geometry Lightprobe lit geometry Small and organic Only receive light Cant bounce light Dynamic and static geometry
HOW:
HOW:
HOW:
HOW: Lightmaplit geometry
HOW: Lightmaplit geometry Detail geometry
HOW: Lightmaplit geometry Detail geometry UVs generated by projection
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data “Off-axis” lighting comes from directional data in lightmap
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data “Off-axis” lighting comes from directional data in lightmap Target geometry
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data “Off-axis” lighting comes from directional data in lightmap Target geometry Has simple UV surface area
HOW: Lightmaplit geometry Detail geometry UVs generated by projection No additional lighting data “Off-axis” lighting comes from directional data in lightmap Target geometry Has simple UV surface area Poly count is not important Various authoring options
HOW: Lightmaplit geometry Authoring of geometry UVs Detail geometry UV Target geometry UV
HOW: Detail geometry UV Transferred to the  Target geometry UV Lightmaplit geometry Authoring of geometry UVs Surface transfer
HOW: Detail geometry UV Transferred to the  Target geometry UV Lightmaplit geometry Authoring of geometry UVs Surface transfer
HOW: Target geometry lightmap Lightmaplit geometry Authoring of geometry UVs Surface transfer
HOW: Target geometry lightmap Transferred to the  Detail geometry Lightmaplit geometry Authoring of geometry UVs Surface transfer
HOW: Lightprobelit geometry Lightprobe volumes
HOW: Lightprobelit geometry Lightprobe volumes
HOW: Lightprobelit geometry Lightprobe volumes
HOW: Precompute Analyze the geometry
HOW: Runtime lighting pipeline Radiosity pass (CPU) Update indirect lightmaps and lightprobes Geometry pass (GPU) Store indirect lighting in separate G-buffer Light pass (GPU) Render deferred light sources Add indirect lighting from G-buffer
HOW: Small environments Sky visibility
HOW: Small environments Sky visibility  Environment maps
HOW: Large environments Skylight
HOW: Large environments Skylight
HOW: Large environments Skylight
HOW: Large environments Skylight  Terrain
HOW: Large environments Skylight  Terrain
HOW: Large environments Skylight  Terrain
HOW: Light
HOW: Light
HOW: Light
HOW: Why is it important to separate some elements in the lighting system?
HOW: Best practice Complex geometry
HOW: Best practice Complex geometry Static radiosity maps
HOW: Best practice Complex geometry Static radiosity maps Real-time
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range Color Grading ON
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range Color Grading OFF
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range Color Grading Filmic tone mapping ON
HOW: Best practice Complex geometry Static radiosity maps Real-time Streaming Time laps Range Color Grading Filmic tone mapping OFF
CONCLUSION: The advantages Time Fast workflow allowing for more iterations Time Design changes are not as painful Unified lighting system One system to light everything
CONCLUSION: The disadvantages Memory The radiosity maps uses ‘some’ memory Performance Dependent on light probe density Size and amount of pointlights Authoring of geometry It takes time Grasp the concept Precompute Can take time depending on size of level
SUMMARY: Workflow It’s dynamic and fast  Different  Analyze the geometry  PC Memory  Fully dynamic in game lighting Consoles Memory issue Not fully dynamic Shadows realtime Lightprobes Only intensity not directional
I want to thank the following: Per Einarsson,  TorbjörnMalmer Johan Andersson Robert Kihl Joakim Svärling Christina Ann Coffin Oscar Carlen Andrew Hamilton
Questions? Email: Kenny@dice.se WWW.dice.se MSN: Louie50028@hotmail.com Battlefield 3 & Frostbite 2 talks at GDC’11: For more DICE talks: http://publications.dice.se

More Related Content

What's hot

Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3stevemcauley
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbiteElectronic Arts / DICE
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2Guerrilla
 
Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Ki Hyunwoo
 
Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Lukas Lang
 
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The RunFive Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The RunElectronic Arts / DICE
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The SurgeMichele Giacalone
 
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...JP Lee
 
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...Electronic Arts / DICE
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Johan Andersson
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsJohan Andersson
 
Destruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance FieldsDestruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance FieldsElectronic Arts / DICE
 
Volumetric Lighting for Many Lights in Lords of the Fallen
Volumetric Lighting for Many Lights in Lords of the FallenVolumetric Lighting for Many Lights in Lords of the Fallen
Volumetric Lighting for Many Lights in Lords of the FallenBenjamin Glatzel
 
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
 
OpenGL 4.4 - Scene Rendering Techniques
OpenGL 4.4 - Scene Rendering TechniquesOpenGL 4.4 - Scene Rendering Techniques
OpenGL 4.4 - Scene Rendering TechniquesNarann29
 

What's hot (20)

Frostbite on Mobile
Frostbite on MobileFrostbite on Mobile
Frostbite on Mobile
 
Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
 
Physically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in Frostbite
 
The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
 
Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1Rendering AAA-Quality Characters of Project A1
Rendering AAA-Quality Characters of Project A1
 
Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4Physically Based Lighting in Unreal Engine 4
Physically Based Lighting in Unreal Engine 4
 
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The RunFive Rendering Ideas from Battlefield 3 & Need For Speed: The Run
Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run
 
Screen Space Reflections in The Surge
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The Surge
 
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
 
Modular Rigging in Battlefield 3
Modular Rigging in Battlefield 3Modular Rigging in Battlefield 3
Modular Rigging in Battlefield 3
 
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
 
Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
 
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
 
Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
 
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
 
The Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next Steps
 
Destruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance FieldsDestruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance Fields
 
Volumetric Lighting for Many Lights in Lords of the Fallen
Volumetric Lighting for Many Lights in Lords of the FallenVolumetric Lighting for Many Lights in Lords of the Fallen
Volumetric Lighting for Many Lights in Lords of the Fallen
 
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)
 
OpenGL 4.4 - Scene Rendering Techniques
OpenGL 4.4 - Scene Rendering TechniquesOpenGL 4.4 - Scene Rendering Techniques
OpenGL 4.4 - Scene Rendering Techniques
 

Similar to Lighting you up in Battlefield 3

Gdc11 lighting used in BF3
Gdc11 lighting used in BF3Gdc11 lighting used in BF3
Gdc11 lighting used in BF3Pedram Mazloom
 
GoogleSky Status at Google
GoogleSky Status at GoogleGoogleSky Status at Google
GoogleSky Status at GoogleAlberto Conti
 
The technology behind_the_elemental_demo_16x9-1248544805
The technology behind_the_elemental_demo_16x9-1248544805The technology behind_the_elemental_demo_16x9-1248544805
The technology behind_the_elemental_demo_16x9-1248544805mistercteam
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...Johan Andersson
 
Globalillumination
GlobalilluminationGlobalillumination
Globalilluminationmeheng1001
 
7 illumination and-shading computer graphics
7 illumination and-shading computer graphics7 illumination and-shading computer graphics
7 illumination and-shading computer graphicscairo university
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsElectronic Arts / DICE
 
Extended Light Maps
Extended Light MapsExtended Light Maps
Extended Light Mapsstefan_b
 
Introduction to Binocular Stereo in Computer Vision
Introduction to Binocular Stereo in Computer VisionIntroduction to Binocular Stereo in Computer Vision
Introduction to Binocular Stereo in Computer Visionothersk46
 
Lighting you up in Battlefield 3
Lighting you up in Battlefield 3Lighting you up in Battlefield 3
Lighting you up in Battlefield 3drandom
 
Build Your Own 3D Scanner: 3D Scanning with Swept-Planes
Build Your Own 3D Scanner: 3D Scanning with Swept-PlanesBuild Your Own 3D Scanner: 3D Scanning with Swept-Planes
Build Your Own 3D Scanner: 3D Scanning with Swept-PlanesDouglas Lanman
 
Computer Science Thesis Defense
Computer Science Thesis DefenseComputer Science Thesis Defense
Computer Science Thesis Defensetompitkin
 
Computer graphics
Computer graphicsComputer graphics
Computer graphicsMohsin Azam
 
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEEDShiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEEDElectronic Arts / DICE
 
Neural Scene Representation & Rendering: Introduction to Novel View Synthesis
Neural Scene Representation & Rendering: Introduction to Novel View SynthesisNeural Scene Representation & Rendering: Introduction to Novel View Synthesis
Neural Scene Representation & Rendering: Introduction to Novel View SynthesisVincent Sitzmann
 
Advanced Lighting for Interactive Applications
Advanced Lighting for Interactive ApplicationsAdvanced Lighting for Interactive Applications
Advanced Lighting for Interactive Applicationsstefan_b
 
Salt Lake Solar Ignite
Salt Lake Solar IgniteSalt Lake Solar Ignite
Salt Lake Solar IgniteBert Granberg
 

Similar to Lighting you up in Battlefield 3 (20)

Gdc11 lighting used in BF3
Gdc11 lighting used in BF3Gdc11 lighting used in BF3
Gdc11 lighting used in BF3
 
Svr Raskar
Svr RaskarSvr Raskar
Svr Raskar
 
GoogleSky Status at Google
GoogleSky Status at GoogleGoogleSky Status at Google
GoogleSky Status at Google
 
The technology behind_the_elemental_demo_16x9-1248544805
The technology behind_the_elemental_demo_16x9-1248544805The technology behind_the_elemental_demo_16x9-1248544805
The technology behind_the_elemental_demo_16x9-1248544805
 
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
 
Globalillumination
GlobalilluminationGlobalillumination
Globalillumination
 
Global illumination
Global illuminationGlobal illumination
Global illumination
 
7 illumination and-shading computer graphics
7 illumination and-shading computer graphics7 illumination and-shading computer graphics
7 illumination and-shading computer graphics
 
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
 
Extended Light Maps
Extended Light MapsExtended Light Maps
Extended Light Maps
 
Introduction to Binocular Stereo in Computer Vision
Introduction to Binocular Stereo in Computer VisionIntroduction to Binocular Stereo in Computer Vision
Introduction to Binocular Stereo in Computer Vision
 
Lighting you up in Battlefield 3
Lighting you up in Battlefield 3Lighting you up in Battlefield 3
Lighting you up in Battlefield 3
 
Build Your Own 3D Scanner: 3D Scanning with Swept-Planes
Build Your Own 3D Scanner: 3D Scanning with Swept-PlanesBuild Your Own 3D Scanner: 3D Scanning with Swept-Planes
Build Your Own 3D Scanner: 3D Scanning with Swept-Planes
 
Computer Science Thesis Defense
Computer Science Thesis DefenseComputer Science Thesis Defense
Computer Science Thesis Defense
 
Computer graphics
Computer graphicsComputer graphics
Computer graphics
 
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEEDShiny Pixels and Beyond: Real-Time Raytracing at SEED
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
 
Neural Scene Representation & Rendering: Introduction to Novel View Synthesis
Neural Scene Representation & Rendering: Introduction to Novel View SynthesisNeural Scene Representation & Rendering: Introduction to Novel View Synthesis
Neural Scene Representation & Rendering: Introduction to Novel View Synthesis
 
Advanced Lighting for Interactive Applications
Advanced Lighting for Interactive ApplicationsAdvanced Lighting for Interactive Applications
Advanced Lighting for Interactive Applications
 
Photogrammetry 1.
Photogrammetry 1.Photogrammetry 1.
Photogrammetry 1.
 
Salt Lake Solar Ignite
Salt Lake Solar IgniteSalt Lake Solar Ignite
Salt Lake Solar Ignite
 

More from Electronic Arts / DICE

GDC2019 - SEED - Towards Deep Generative Models in Game Development
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentGDC2019 - SEED - Towards Deep Generative Models in Game Development
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentElectronic Arts / DICE
 
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
SIGGRAPH 2010 - Style and Gameplay in the Mirror's EdgeSIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
SIGGRAPH 2010 - Style and Gameplay in the Mirror's EdgeElectronic Arts / DICE
 
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingSyysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingElectronic Arts / DICE
 
Khronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and VulkanKhronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and VulkanElectronic Arts / DICE
 
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingCEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingElectronic Arts / DICE
 
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismCEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismElectronic Arts / DICE
 
SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
SIGGRAPH 2018 - PICA PICA and NVIDIA TuringSIGGRAPH 2018 - PICA PICA and NVIDIA Turing
SIGGRAPH 2018 - PICA PICA and NVIDIA TuringElectronic Arts / DICE
 
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingSIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingElectronic Arts / DICE
 
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...Electronic Arts / DICE
 
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
DD18 - SEED - Raytracing in Hybrid Real-Time RenderingDD18 - SEED - Raytracing in Hybrid Real-Time Rendering
DD18 - SEED - Raytracing in Hybrid Real-Time RenderingElectronic Arts / DICE
 
Creativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural SystemsCreativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural SystemsElectronic Arts / DICE
 
Future Directions for Compute-for-Graphics
Future Directions for Compute-for-GraphicsFuture Directions for Compute-for-Graphics
Future Directions for Compute-for-GraphicsElectronic Arts / DICE
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbiteElectronic Arts / DICE
 
High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteElectronic Arts / DICE
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect AndromedaElectronic Arts / DICE
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteElectronic Arts / DICE
 
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontPhotogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontElectronic Arts / DICE
 

More from Electronic Arts / DICE (20)

GDC2019 - SEED - Towards Deep Generative Models in Game Development
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentGDC2019 - SEED - Towards Deep Generative Models in Game Development
GDC2019 - SEED - Towards Deep Generative Models in Game Development
 
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
SIGGRAPH 2010 - Style and Gameplay in the Mirror's EdgeSIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
 
SEED - Halcyon Architecture
SEED - Halcyon ArchitectureSEED - Halcyon Architecture
SEED - Halcyon Architecture
 
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingSyysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
 
Khronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and VulkanKhronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and Vulkan
 
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time RaytracingCEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
 
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismCEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
 
SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
SIGGRAPH 2018 - PICA PICA and NVIDIA TuringSIGGRAPH 2018 - PICA PICA and NVIDIA Turing
SIGGRAPH 2018 - PICA PICA and NVIDIA Turing
 
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingSIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
 
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
 
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
DD18 - SEED - Raytracing in Hybrid Real-Time RenderingDD18 - SEED - Raytracing in Hybrid Real-Time Rendering
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
 
Creativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural SystemsCreativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural Systems
 
Future Directions for Compute-for-Graphics
Future Directions for Compute-for-GraphicsFuture Directions for Compute-for-Graphics
Future Directions for Compute-for-Graphics
 
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
 
High Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in Frostbite
 
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
 
FrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
 
Photogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars BattlefrontPhotogrammetry and Star Wars Battlefront
Photogrammetry and Star Wars Battlefront
 
Stochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space Reflections
 
Rendering Battlefield 4 with Mantle
Rendering Battlefield 4 with MantleRendering Battlefield 4 with Mantle
Rendering Battlefield 4 with Mantle
 

Lighting you up in Battlefield 3