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SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3

by DICE on Mar 08, 2011

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This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICE's Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD ...

This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICE's Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.

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frostbite deferred dice bf3 spu computer graphics game development gamedev programming graphic programming

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SPU-Based Deferred Shading in BATTLEFIELD 3 for Playstation 3 — Presentation Transcript