Presentations
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(30)トリコの動かし方
株式会社ジェンデザイン
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6 years ago
Bindless Deferred Decals in The Surge 2
Philip Hammer
•
4 years ago
Unreal Open Day 2017 Project Raven
Epic Games China
•
6 years ago
SPU Assisted Rendering
Steven Tovey
•
13 years ago
Shadow Warrior 2 and the evolution of the Roadhog Engine, GIC15
Jarosław Pleskot
•
8 years ago
Masked Occlusion Culling
Intel® Software
•
5 years ago
Notes from Coursera Deep Learning courses by Andrew Ng
Tess Ferrandez
•
6 years ago
Practical Spherical Harmonics Based PRT Methods
Naughty Dog
•
13 years ago
Lighting the City of Glass
Electronic Arts / DICE
•
8 years ago
Trip down the GPU lane with Machine Learning
Renaldas Zioma
•
6 years ago
Build Lightmap system
Jaesik Hwang
•
11 years ago
Decima Engine: Visibility in Horizon Zero Dawn
Guerrilla
•
6 years ago
Practical Occlusion Culling on PS3
Guerrilla
•
12 years ago
Masked Software Occlusion Culling
Intel® Software
•
7 years ago
なぜなにリアルタイムレンダリング
Satoshi Kodaira
•
7 years ago
Rendering AAA-Quality Characters of Project A1
Ki Hyunwoo
•
7 years ago
Optimizing unity games (Google IO 2014)
Alexander Dolbilov
•
9 years ago
Unix command-line tools
Eric Wilson
•
12 years ago
#GDC15 Great Management of Technical Leads
Mike Acton
•
9 years ago
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Guerrilla
•
9 years ago
Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Naughty Dog
•
13 years ago
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
Colin Barré-Brisebois
•
10 years ago
Approaching zero driver overhead
Cass Everitt
•
10 years ago
Modular Level Design for Skyrim
Joel Burgess
•
11 years ago
Angel cunado_The Terrain Of KUF2
drandom
•
12 years ago
Rendering Tech of Space Marine
Pope Kim
•
12 years ago
Deeper Look Into HSAIL And It's Runtime
HSA Foundation
•
11 years ago
Interaction Design & Psychology (2002)
Ferry den Dopper
•
16 years ago
Ruby Metaprogramming 08
Brian Sam-Bodden
•
16 years ago
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