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GDCReference

Table of Contents

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。

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