GDCReference
Table of Contents
- GDCReference
- 2023 2023GDC
- Advanced Graphics Summit: Open-World Water Rendering and Real-Time Simulation VisualArts
- Advanced Graphics Summit: Realistic Real-Time Sky Dome Rendering in 'Gran Turismo 7' VisualArts
- Advanced Graphics Summit: Reinventing the Wheel for Snow Rendering VisualArts
- Math in Game Development Summit: Mobile Math: From ATan2 to Gyro Calibration Programming
- Modernizing Rendering at Supercell Programming
- Practical High-Performance Rendering On Mobile Platforms Programming
- Using Vertices Over Pixels: Achieving Cartoon Graphics on Standalone VR VisualArts
- Thousands of Soldiers Battle on One Mobile Screen: Applications of Unity's DOTS in 'Return to Empire'
- Tencent Games Developer Summit: Building A Digital Great Wall with A New Game Engine
- Space-Efficient Content Packaging for 'Horizon Forbidden West'
- Rendering 'God of War Ragnarok'
- 2022 2022GDC
- Naraka Bladepoint: Build a Popular Face Customization System VisualArts
- Advanced Graphics Summit: Advanced Weather System for Mobile Game: 'Dark Area' VisualArts
- Advanced Graphics Summit: Designing the Terrain System of 'Flight Simulator': Representing the Earth
- Advanced Graphics Summit: New Graphics Features for 'Forspoken'
- Advanced Graphics Summit: Real-Time Ray Tracing in 'Hitman 3'
- Adventures with Deferred Texturing in 'Horizon Forbidden West'
- An Overview of the 'Diablo II: Resurrected' Renderer
- Math In Game Development Summit: Practical Automation: A Guide to Random Game Content Generation
- Math In Game Development Summit: Turning Patterns and Fractals: Program Generation of Natural Textures
- Math In Game Development Summit: Visualizing Math
- Never The Same Twice: Procedural World Handling in 'Returnal'
- One Frame in 'Halo Infinite' Programming
- Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart' VisualArts
- Pathing in 'Age of Empires IV': Flow Fields and Steering Behaviors Programming
- Reinforcement Learning for Efficient Cars and Tracks Design in Racing Games Programming
- Resurrecting a Classic: Bringing 'Diablo II' into the 3rd Dimension Programming
- Simulating Tropical Weather in 'Far Cry 6' Programming
- Technical Artist Summit: Building 'Zeta Halo': Scaling Content Creation for the Largest 'Halo' Ever VisualArts
- Technical Artist Summit: Character Outfit Pipeline with Substance 3D Suite VisualArts
- Technical Artist Summit: Finding Harmony in Anime Style and Physically Based Rendering VisualArts
- Technical Artist Summit: Human Perception of Motion and Animation VisualArts
- Technical Artist Summit: Bringing the World to Your Shaders VisualArts
- The MAW: Safely Multithreading the Deterministic Gameplay of 'Age of Empires IV' Programming
- The Real-Time Volumetric Superstorms of 'Horizon Forbidden West' Programming
- Thinking Like Players: How 'Halo Infinite's' Multiplayer Bots Make Decisions Programming
- Visual Effects Summit: How to Think like a Scripted Particle
- Visual Effects Summit: VFX as a Game Design Language
- 2021 2021GDC
- 2020 2020GDC
- 2019 2019GDC
- 2018 2018GDC
- 2017 2017GDC
- 2016 2016GDC
- 2015 2015GDC
- 2014 2014GDC
- 2013 2013GDC
- 2012 2012GDC
- 2011 2011GDC
- 2010 2010GDC
- 2009 2009GDC
- 2008 2008GDC
- 2007 2007GDC
- 2006 2006GDC
- 2005 2005GDC
- 2004 2004GDC
- 2003 2003GDC
- 2002 2002GDC
- 2001 2001GDC
- 2000 2000GDC
- 2023 2023GDC
GDCReference note.
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GDCReference
2023 2023GDC
Advanced Graphics Summit: Open-World Water Rendering and Real-Time Simulation VisualArts
Advanced Graphics Summit: Realistic Real-Time Sky Dome Rendering in 'Gran Turismo 7' VisualArts
Advanced Graphics Summit: Reinventing the Wheel for Snow Rendering VisualArts
Math in Game Development Summit: Mobile Math: From ATan2 to Gyro Calibration Programming
Modernizing Rendering at Supercell Programming
Practical High-Performance Rendering On Mobile Platforms Programming
Using Vertices Over Pixels: Achieving Cartoon Graphics on Standalone VR VisualArts
Thousands of Soldiers Battle on One Mobile Screen: Applications of Unity's DOTS in 'Return to Empire'
Tencent Games Developer Summit: Building A Digital Great Wall with A New Game Engine
Space-Efficient Content Packaging for 'Horizon Forbidden West'
Rendering 'God of War Ragnarok'
2022 2022GDC
Naraka Bladepoint: Build a Popular Face Customization System VisualArts
Advanced Graphics Summit: Advanced Weather System for Mobile Game: 'Dark Area' VisualArts
Advanced Graphics Summit: Designing the Terrain System of 'Flight Simulator': Representing the Earth
Advanced Graphics Summit: New Graphics Features for 'Forspoken'
Advanced Graphics Summit: Real-Time Ray Tracing in 'Hitman 3'
Adventures with Deferred Texturing in 'Horizon Forbidden West'
An Overview of the 'Diablo II: Resurrected' Renderer
Math In Game Development Summit: Practical Automation: A Guide to Random Game Content Generation
Math In Game Development Summit: Turning Patterns and Fractals: Program Generation of Natural Textures
Math In Game Development Summit: Visualizing Math
Never The Same Twice: Procedural World Handling in 'Returnal'
One Frame in 'Halo Infinite' Programming
Recalibrating Our Limits: Lighting on 'Ratchet and Clank: Rift Apart' VisualArts
Pathing in 'Age of Empires IV': Flow Fields and Steering Behaviors Programming
Reinforcement Learning for Efficient Cars and Tracks Design in Racing Games Programming
Resurrecting a Classic: Bringing 'Diablo II' into the 3rd Dimension Programming
Simulating Tropical Weather in 'Far Cry 6' Programming
Technical Artist Summit: Building 'Zeta Halo': Scaling Content Creation for the Largest 'Halo' Ever VisualArts
Technical Artist Summit: Character Outfit Pipeline with Substance 3D Suite VisualArts
Technical Artist Summit: Finding Harmony in Anime Style and Physically Based Rendering VisualArts
Technical Artist Summit: Human Perception of Motion and Animation VisualArts
Technical Artist Summit: Bringing the World to Your Shaders VisualArts
The MAW: Safely Multithreading the Deterministic Gameplay of 'Age of Empires IV' Programming
The Real-Time Volumetric Superstorms of 'Horizon Forbidden West' Programming
Thinking Like Players: How 'Halo Infinite's' Multiplayer Bots Make Decisions Programming
Visual Effects Summit: How to Think like a Scripted Particle
Visual Effects Summit: VFX as a Game Design Language
2021 2021GDC
Advanced Graphics Summit: Lifting the Fog: Geometry & Lighting in 'Demon's Souls'
Advanced Graphics Summit:Procedural Grass in 'Ghost of Tsushima' Grass VisualArts
2020 2020GDC
Quad Mesh Simplification in Frostbite
2019 2019GDC
2018 2018GDC
2017 2017GDC
2016 2016GDC
2015 2015GDC
Adaptive Virtual Texture Rendering in Far Cry 4 VirtualTexture Terrain
本讲座将介绍一种称为自适应虚拟纹理(AVT)渲染的新技术,它被用于《Far Cry 4》。讲座分享了我们如何使用该技术在 CPU 和 GPU 上非常有效地渲染地形和大量的贴花。传统的虚拟纹理渲染技术,如 MegaTexture 和程序性虚拟纹理,在应用于大型开放世界时,会受到低图元分辨率的影响。自适应虚拟纹理克服了这个问题。在《Far Cry 4》中,它被用于一个 10KM*10KM 的世界,并实现了 10 texels/cm 的分辨率,比传统的虚拟纹理技术高 20 倍。