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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
•
7 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
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9 years ago