Future Directions for Compute-for-Graphics

Electronic Arts / DICE 6 years ago

High Dynamic Range color grading and display in Frostbite

Electronic Arts / DICE 7 years ago

FrameGraph: Extensible Rendering Architecture in Frostbite

Electronic Arts / DICE 7 years ago

Bindless Deferred Decals in The Surge 2

Philip Hammer 4 years ago

5 Major Challenges in Real-time Rendering (2012)

Electronic Arts / DICE 11 years ago

DD18 - SEED - Raytracing in Hybrid Real-Time Rendering

Electronic Arts / DICE 5 years ago

Vertex Shader Tricks by Bill Bilodeau - AMD at GDC14

AMD Developer Central 10 years ago

The Unique Lighting of Mirror's Edge

Electronic Arts / DICE 14 years ago

Stochastic Screen-Space Reflections

Electronic Arts / DICE 8 years ago

Lighting the City of Glass

Electronic Arts / DICE 8 years ago

Hair in Tomb Raider

Wolfgang Engel 11 years ago