Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run

Electronic Arts / DICE
Electronic Arts / DICETechnical Fellow - Frostbite - Electronic Arts at Electronic Arts / DICE
More Performance!,[object Object],Five Rendering Ideas from Battlefield 3 and Need For Speed: The Run,[object Object],John White (NFS)Colin Barré-Brisebois (BF3),[object Object],Advances in Real-Time Rendering in Games,[object Object]
Agenda,[object Object],[object Object]
The Techniques
Separable Bokeh Depth-of-Field
Hi-Z / Z-Cull Reverse Reload Tricks
Chroma Sub-Sampled Image Processing
Tiled-Based Deferred Shading on Xbox 360
Temporally-Stable Screen-Space Ambient Occlusion
Q&AAdvances in Real-Time Rendering in Games,[object Object]
Motivations,[object Object],[object Object]
5 Pillars:
Animation
Audio
Scale
Destruction
Rendering
Powers Battlefield 3 and Need For Speed: The RunAdvances in Real-Time Rendering in Games,[object Object]
More Info,[object Object],[object Object]
publications.dice.se
Also see Alex Ferrier’s talk on “1000 points of light” Tues, 2pm, East Building, Ballroom A/BAdvances in Real-Time Rendering in Games,[object Object]
Advances in Real-Time Rendering in Games,[object Object]
Advances in Real-Time Rendering in Games,[object Object]
Separable BokehDepth-of-Field,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Real World Bokeh - Disc,[object Object],Photo Courtesy of MohsinHasan 2011,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Real World Bokeh – Pentagonal,[object Object],Photo Courtesy of MohsinHasan 2011,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Circle of Confusion Calculation,[object Object],[object Object]
Lens Length (derive from FOV)
F/Stop
Focal Plane
CoC is a simple MADD on the raw Z Depth [Demers04][Jones08]CoC = abs(z * CoCScale + CoCBias) ,[object Object],CoCScale = (A * focallength * focalplane * (zfar - znear)) / ((focalplane - focallength) * znear * zfar) ,[object Object],CoCBias = (A * focallength * (znear - focalplane )) / ((focalplane * focallength) * znear),[object Object],Advances in Real-Time Rendering in Games,[object Object]
Pre Multiplied CoC,[object Object],[object Object]
Store CoC in alpha
Recover colour by doing col.rgb /= col.a
Ensure CoC always has a small number so colour can always be recoveredAdvances in Real-Time Rendering in Games,[object Object]
Blur Process,[object Object],[object Object]
Common in DX9 games. Cheap
2D Area samples
Limited kernel size before texture tap explosion
GS expanded Point Sprites
Heavy fill rate
CryEngine3 DX11 and Unreal Engine 3 Samaritan demoAdvances in Real-Time Rendering in Games,[object Object]
Gaussian vs. real world bokeh,[object Object],[object Object]
Gaussian blurs can be made separable O(N)
What 2D blurs can be made separable?
Gaussian
Box
Skewed BoxAdvances in Real-Time Rendering in Games,[object Object]
Other separable blurs,[object Object],[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Blurs,[object Object],[object Object]
Each rhombi can be computed via separable blur
7 Passes in total. 3 shapes x 2 blurs + 1 combine1,[object Object],2,[object Object],First Pass,[object Object],Second Pass,[object Object],3,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Blurs – Pass Reduction,[object Object],[object Object]
But 7 passes and 6 blurs is not competitive
Need to reduce passes1,[object Object],2,[object Object],First Pass,[object Object],Second Pass,[object Object],3,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Blurs – Pass Reduction 1,[object Object],Pass 1,[object Object],Pass 2,[object Object],Pass 1   Up,[object Object],	Down Left,[object Object],Pass 2   Down Left ,[object Object],           + Down Right ,[object Object],           + Down Right,[object Object],+,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal blurs – Pass reduction 2,[object Object],Pass 2,[object Object],Pass 1,[object Object],+,[object Object],+,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Bokeh,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Bokeh,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Bokeh,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal Bokeh,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hexagonal vsGaussian,[object Object],[object Object]
2 Passes with a total of 2 blurs
Hexagonal
2 Passes (3 resolves) with a total of 4 blurs
BUT each blur only needs half the taps therefore same #taps
BUT each tap contributes equally unlike Gaussian so need less taps for a given aesthetic filter kernel width!
PLUS We can improve furtherAdvances in Real-Time Rendering in Games,[object Object]
Iterative Refinement,[object Object],[object Object]
Multiple passes fill in the under-sampling
Dual iteration blur needs a total of 5 passes with a total of 8 half blurs.Advances in Real-Time Rendering in Games,[object Object]
Iterative Refinement,[object Object],Pass 5,[object Object],Pass 1,[object Object],Pass 2,[object Object],Pass 3,[object Object],+,[object Object],+,[object Object],Pass 4,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Pseudo Scatter filter,[object Object],[object Object]
However pixel shaders are designed to gather they can’t scatter the results
Typical blurs default the filter kernel to the CoC of pixel
Instead, default to big CoC and reject based on the sampled texelCoCExtra method to stop bleeding artifacts and can sharpen up smooth gradients,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hi Z culling,[object Object],[object Object]
You can then draw the plane at Z depth of 0.001f
In focus pixels will be quickly rejected by Hi Z
Same for iterative refinement
Draw undersample pass at higher Z value, fine at small Z valueRequires an explicit copy afterwards to re-fill,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hi-Z / Z-Cull Reverse Reload Tricks,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hi-Z (1/),[object Object],[object Object]
Stores a Low Res version of the Z buffer
Can use this to conservatively reject groups of pixels
Saves fragment shading known occluded pixelsAdvances in Real-Time Rendering in Games,[object Object]
Hi-Z (2/),[object Object],Advances in Real-Time Rendering in Games,[object Object]
Hi-Z (3/),[object Object],Solid Space,[object Object],Empty Space,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Volume Rendering (1/),[object Object],In Deferred Renderers it is common to reproject screen pixels back into world space,[object Object],Common for lights (point, spot, line),[object Object],Shadow volumes,[object Object],Draw a convex bounding polyhedron projected in screens space,[object Object],In shader, reject pixels which are not in the volume bounds,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Volume Rendering (2/),[object Object],B,[object Object],A,[object Object],C,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Reverse Hi-Z Reload (X360) ,[object Object],[object Object]
Init aliased RT to D3DHIZFUNC_GREATER_EQUAL
Draw Full screen quadNULL Pixel Shader,[object Object],Zfunc == Never,[object Object],[object Object]
Similar technique on Playstation3 (See DevNet)Advances in Real-Time Rendering in Games,[object Object]
Reverse Hi-Z (1/),[object Object],Solid Space,[object Object],Empty Space,[object Object],Empty Space,[object Object],Solid Space,[object Object],Advances in Real-Time Rendering in Games,[object Object]
Reverse Hi-Z (2/),[object Object],[object Object]
By rendering the backfaces of convex polyhedra, pixels beyond the faces will quickly reject
1 of 96

Recommended

Crysis Next-Gen Effects (GDC 2008) by
Crysis Next-Gen Effects (GDC 2008)Crysis Next-Gen Effects (GDC 2008)
Crysis Next-Gen Effects (GDC 2008)Tiago Sousa
10.5K views78 slides
A Bit More Deferred Cry Engine3 by
A Bit More Deferred   Cry Engine3A Bit More Deferred   Cry Engine3
A Bit More Deferred Cry Engine3guest11b095
12K views27 slides
Stochastic Screen-Space Reflections by
Stochastic Screen-Space ReflectionsStochastic Screen-Space Reflections
Stochastic Screen-Space ReflectionsElectronic Arts / DICE
156.9K views91 slides
Screen Space Reflections in The Surge by
Screen Space Reflections in The SurgeScreen Space Reflections in The Surge
Screen Space Reflections in The SurgeMichele Giacalone
8.8K views31 slides
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite by
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbitePhysically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Physically Based Sky, Atmosphere and Cloud Rendering in FrostbiteElectronic Arts / DICE
29.9K views64 slides
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing... by
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...
Frostbite Rendering Architecture and Real-time Procedural Shading & Texturing...Johan Andersson
19.1K views74 slides

More Related Content

What's hot

SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing by
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingSIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingElectronic Arts / DICE
2.4K views34 slides
Graphics Gems from CryENGINE 3 (Siggraph 2013) by
Graphics Gems from CryENGINE 3 (Siggraph 2013)Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)Tiago Sousa
11K views59 slides
Optimizing the Graphics Pipeline with Compute, GDC 2016 by
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016Graham Wihlidal
135.4K views99 slides
Taking Killzone Shadow Fall Image Quality Into The Next Generation by
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next GenerationGuerrilla
14.9K views112 slides
DirectX 11 Rendering in Battlefield 3 by
DirectX 11 Rendering in Battlefield 3DirectX 11 Rendering in Battlefield 3
DirectX 11 Rendering in Battlefield 3Electronic Arts / DICE
56.5K views56 slides
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda by
4K Checkerboard in Battlefield 1 and Mass Effect Andromeda4K Checkerboard in Battlefield 1 and Mass Effect Andromeda
4K Checkerboard in Battlefield 1 and Mass Effect AndromedaElectronic Arts / DICE
58K views154 slides

What's hot(20)

SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing by Electronic Arts / DICE
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time RaytracingSIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
SIGGRAPH 2018 - Full Rays Ahead! From Raster to Real-Time Raytracing
Graphics Gems from CryENGINE 3 (Siggraph 2013) by Tiago Sousa
Graphics Gems from CryENGINE 3 (Siggraph 2013)Graphics Gems from CryENGINE 3 (Siggraph 2013)
Graphics Gems from CryENGINE 3 (Siggraph 2013)
Tiago Sousa11K views
Optimizing the Graphics Pipeline with Compute, GDC 2016 by Graham Wihlidal
Optimizing the Graphics Pipeline with Compute, GDC 2016Optimizing the Graphics Pipeline with Compute, GDC 2016
Optimizing the Graphics Pipeline with Compute, GDC 2016
Graham Wihlidal135.4K views
Taking Killzone Shadow Fall Image Quality Into The Next Generation by Guerrilla
Taking Killzone Shadow Fall Image Quality Into The Next GenerationTaking Killzone Shadow Fall Image Quality Into The Next Generation
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Guerrilla14.9K views
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09) by Johan Andersson
 	 Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09) 	 Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Shadows & Decals: D3D10 Techniques in Frostbite (GDC'09)
Johan Andersson12.3K views
Terrain in Battlefield 3: A Modern, Complete and Scalable System by Electronic Arts / DICE
Terrain in Battlefield 3: A Modern, Complete and Scalable SystemTerrain in Battlefield 3: A Modern, Complete and Scalable System
Terrain in Battlefield 3: A Modern, Complete and Scalable System
Electronic Arts / DICE146.9K views
Secrets of CryENGINE 3 Graphics Technology by Tiago Sousa
Secrets of CryENGINE 3 Graphics TechnologySecrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics Technology
Tiago Sousa32.3K views
Rendering Technologies from Crysis 3 (GDC 2013) by Tiago Sousa
Rendering Technologies from Crysis 3 (GDC 2013)Rendering Technologies from Crysis 3 (GDC 2013)
Rendering Technologies from Crysis 3 (GDC 2013)
Tiago Sousa24.7K views
The Rendering Pipeline - Challenges & Next Steps by Johan Andersson
The Rendering Pipeline - Challenges & Next StepsThe Rendering Pipeline - Challenges & Next Steps
The Rendering Pipeline - Challenges & Next Steps
Johan Andersson101.1K views
Parallel Futures of a Game Engine by Johan Andersson
Parallel Futures of a Game EngineParallel Futures of a Game Engine
Parallel Futures of a Game Engine
Johan Andersson142.3K views
Killzone Shadow Fall Demo Postmortem by Guerrilla
Killzone Shadow Fall Demo PostmortemKillzone Shadow Fall Demo Postmortem
Killzone Shadow Fall Demo Postmortem
Guerrilla42.8K views
The Rendering Technology of Killzone 2 by Guerrilla
The Rendering Technology of Killzone 2The Rendering Technology of Killzone 2
The Rendering Technology of Killzone 2
Guerrilla11.1K views
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007) by Johan Andersson
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Terrain Rendering in Frostbite using Procedural Shader Splatting (Siggraph 2007)
Johan Andersson16.3K views
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu... by Electronic Arts / DICE
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
A Certain Slant of Light - Past, Present and Future Challenges of Global Illu...
Lighting Shading by John Hable by Naughty Dog
Lighting Shading by John HableLighting Shading by John Hable
Lighting Shading by John Hable
Naughty Dog16.9K views
Calibrating Lighting and Materials in Far Cry 3 by stevemcauley
Calibrating Lighting and Materials in Far Cry 3Calibrating Lighting and Materials in Far Cry 3
Calibrating Lighting and Materials in Far Cry 3
stevemcauley12.7K views
Physically Based and Unified Volumetric Rendering in Frostbite by Electronic Arts / DICE
Physically Based and Unified Volumetric Rendering in FrostbitePhysically Based and Unified Volumetric Rendering in Frostbite
Physically Based and Unified Volumetric Rendering in Frostbite
Electronic Arts / DICE160.7K views

Viewers also liked

High Dynamic Range color grading and display in Frostbite by
High Dynamic Range color grading and display in FrostbiteHigh Dynamic Range color grading and display in Frostbite
High Dynamic Range color grading and display in FrostbiteElectronic Arts / DICE
46K views92 slides
Rendering Battlefield 4 with Mantle by
Rendering Battlefield 4 with MantleRendering Battlefield 4 with Mantle
Rendering Battlefield 4 with MantleElectronic Arts / DICE
117.3K views53 slides
Frostbite on Mobile by
Frostbite on MobileFrostbite on Mobile
Frostbite on MobileElectronic Arts / DICE
43.9K views41 slides
Lighting the City of Glass by
Lighting the City of GlassLighting the City of Glass
Lighting the City of GlassElectronic Arts / DICE
106.7K views167 slides
Mantle for Developers by
Mantle for DevelopersMantle for Developers
Mantle for DevelopersElectronic Arts / DICE
147.8K views39 slides
5 Major Challenges in Real-time Rendering (2012) by
5 Major Challenges in Real-time Rendering (2012)5 Major Challenges in Real-time Rendering (2012)
5 Major Challenges in Real-time Rendering (2012)Electronic Arts / DICE
286.2K views48 slides

Viewers also liked(19)

FrameGraph: Extensible Rendering Architecture in Frostbite by Electronic Arts / DICE
FrameGraph: Extensible Rendering Architecture in FrostbiteFrameGraph: Extensible Rendering Architecture in Frostbite
FrameGraph: Extensible Rendering Architecture in Frostbite
Executable Bloat - How it happens and how we can fight it by Electronic Arts / DICE
Executable Bloat - How it happens and how we can fight itExecutable Bloat - How it happens and how we can fight it
Executable Bloat - How it happens and how we can fight it
Stable SSAO in Battlefield 3 with Selective Temporal Filtering by Electronic Arts / DICE
Stable SSAO in Battlefield 3 with Selective Temporal FilteringStable SSAO in Battlefield 3 with Selective Temporal Filtering
Stable SSAO in Battlefield 3 with Selective Temporal Filtering
Electronic Arts / DICE185.5K views
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co... by Electronic Arts / DICE
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...
Audio for Multiplayer & Beyond - Mixing Case Studies From Battlefield: Bad Co...
Electronic Arts / DICE100.3K views
Destruction Masking in Frostbite 2 using Volume Distance Fields by Electronic Arts / DICE
Destruction Masking in Frostbite 2 using Volume Distance FieldsDestruction Masking in Frostbite 2 using Volume Distance Fields
Destruction Masking in Frostbite 2 using Volume Distance Fields
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ... by Johan Andersson
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware ...
Johan Andersson8K views

Similar to Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run

More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:... by
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...Colin Barré-Brisebois
2.2K views97 slides
The technology behind_the_elemental_demo_16x9-1248544805 by
The technology behind_the_elemental_demo_16x9-1248544805The technology behind_the_elemental_demo_16x9-1248544805
The technology behind_the_elemental_demo_16x9-1248544805mistercteam
709 views71 slides
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r... by
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...JP Lee
8.9K views92 slides
Computer Graphics Part1 by
Computer Graphics Part1Computer Graphics Part1
Computer Graphics Part1qpqpqp
3.9K views120 slides
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter... by
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...Umbra Software
775 views145 slides
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems by
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsElectronic Arts / DICE
3.6K views79 slides

Similar to Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run(20)

More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:... by Colin Barré-Brisebois
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...
The technology behind_the_elemental_demo_16x9-1248544805 by mistercteam
The technology behind_the_elemental_demo_16x9-1248544805The technology behind_the_elemental_demo_16x9-1248544805
The technology behind_the_elemental_demo_16x9-1248544805
mistercteam709 views
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r... by JP Lee
Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...Penner   pre-integrated skin rendering (siggraph 2011 advances in real-time r...
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...
JP Lee8.9K views
Computer Graphics Part1 by qpqpqp
Computer Graphics Part1Computer Graphics Part1
Computer Graphics Part1
qpqpqp3.9K views
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter... by Umbra Software
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iter...
Umbra Software775 views
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems by Electronic Arts / DICE
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open ProblemsHPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
HPG 2018 - Game Ray Tracing: State-of-the-Art and Open Problems
Unity AMD FSR - SIGGRAPH 2021.pptx by ssuser2c3c67
Unity AMD FSR - SIGGRAPH 2021.pptxUnity AMD FSR - SIGGRAPH 2021.pptx
Unity AMD FSR - SIGGRAPH 2021.pptx
ssuser2c3c6716 views
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009) by Johan Andersson
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Parallel Graphics in Frostbite - Current & Future (Siggraph 2009)
Johan Andersson11.8K views
Crysis 2-key-rendering-features by Raimundo Renato
Crysis 2-key-rendering-featuresCrysis 2-key-rendering-features
Crysis 2-key-rendering-features
Raimundo Renato1.3K views
NVIDIA effects GDC09 by IGDA_London
NVIDIA effects GDC09NVIDIA effects GDC09
NVIDIA effects GDC09
IGDA_London3.1K views
FGS 2011: Making A Game With Molehill: Zombie Tycoon by mochimedia
FGS 2011: Making A Game With Molehill: Zombie TycoonFGS 2011: Making A Game With Molehill: Zombie Tycoon
FGS 2011: Making A Game With Molehill: Zombie Tycoon
mochimedia759 views
Anti-Aliasing Methods in CryENGINE 3 by Tiago Sousa
Anti-Aliasing Methods in CryENGINE 3Anti-Aliasing Methods in CryENGINE 3
Anti-Aliasing Methods in CryENGINE 3
Tiago Sousa7K views
A Bizarre Way to do Real-Time Lighting by Steven Tovey
A Bizarre Way to do Real-Time LightingA Bizarre Way to do Real-Time Lighting
A Bizarre Way to do Real-Time Lighting
Steven Tovey11.7K views
Battlefield Bad Company 2 by Amar Nath
Battlefield Bad Company 2Battlefield Bad Company 2
Battlefield Bad Company 2
Amar Nath830 views
CS 354 Project 2 and Compression by Mark Kilgard
CS 354 Project 2 and CompressionCS 354 Project 2 and Compression
CS 354 Project 2 and Compression
Mark Kilgard1.3K views
Minko stage3d workshop_20130525 by Minko3D
Minko stage3d workshop_20130525Minko stage3d workshop_20130525
Minko stage3d workshop_20130525
Minko3D5.4K views
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons... by Unity Technologies
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...
Unity Technologies2.4K views

More from Electronic Arts / DICE

GDC2019 - SEED - Towards Deep Generative Models in Game Development by
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentGDC2019 - SEED - Towards Deep Generative Models in Game Development
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentElectronic Arts / DICE
3.1K views79 slides
SIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge by
SIGGRAPH 2010 - Style and Gameplay in the Mirror's EdgeSIGGRAPH 2010 - Style and Gameplay in the Mirror's Edge
SIGGRAPH 2010 - Style and Gameplay in the Mirror's EdgeElectronic Arts / DICE
3.8K views94 slides
SEED - Halcyon Architecture by
SEED - Halcyon ArchitectureSEED - Halcyon Architecture
SEED - Halcyon ArchitectureElectronic Arts / DICE
1.9K views137 slides
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing by
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingSyysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingElectronic Arts / DICE
8K views127 slides
Khronos Munich 2018 - Halcyon and Vulkan by
Khronos Munich 2018 - Halcyon and VulkanKhronos Munich 2018 - Halcyon and Vulkan
Khronos Munich 2018 - Halcyon and VulkanElectronic Arts / DICE
9.2K views93 slides
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism by
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismCEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismElectronic Arts / DICE
1.8K views41 slides

More from Electronic Arts / DICE(12)

GDC2019 - SEED - Towards Deep Generative Models in Game Development by Electronic Arts / DICE
GDC2019 - SEED - Towards Deep Generative Models in Game DevelopmentGDC2019 - SEED - Towards Deep Generative Models in Game Development
GDC2019 - SEED - Towards Deep Generative Models in Game Development
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing by Electronic Arts / DICE
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray TracingSyysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
Syysgraph 2018 - Modern Graphics Abstractions & Real-Time Ray Tracing
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism by Electronic Arts / DICE
CEDEC 2018 - Functional Symbiosis of Art Direction and ProceduralismCEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
CEDEC 2018 - Functional Symbiosis of Art Direction and Proceduralism
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le... by Electronic Arts / DICE
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
EPC 2018 - SEED - Exploring The Collaboration Between Proceduralism & Deep Le...
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering by Electronic Arts / DICE
DD18 - SEED - Raytracing in Hybrid Real-Time RenderingDD18 - SEED - Raytracing in Hybrid Real-Time Rendering
DD18 - SEED - Raytracing in Hybrid Real-Time Rendering
Creativity of Rules and Patterns: Designing Procedural Systems by Electronic Arts / DICE
Creativity of Rules and Patterns: Designing Procedural SystemsCreativity of Rules and Patterns: Designing Procedural Systems
Creativity of Rules and Patterns: Designing Procedural Systems

Recently uploaded

Maria Gjieli.pdf by
Maria Gjieli.pdfMaria Gjieli.pdf
Maria Gjieli.pdfget joys
18 views6 slides
JADOO FLIX by Sagar.pptx by
JADOO FLIX by Sagar.pptxJADOO FLIX by Sagar.pptx
JADOO FLIX by Sagar.pptxgetseokey
6 views14 slides
Horror reddit story by
Horror reddit storyHorror reddit story
Horror reddit storytyronesmith1582
5 views1 slide
BOOTS PUT FOR SANTA by
BOOTS PUT FOR SANTABOOTS PUT FOR SANTA
BOOTS PUT FOR SANTAJudy 1028
10 views44 slides
Lyric Presentation.pdf by
Lyric Presentation.pdfLyric Presentation.pdf
Lyric Presentation.pdfally508153
10 views14 slides
WATCH THIS YOUTUBE VIDEO by
WATCH THIS YOUTUBE VIDEOWATCH THIS YOUTUBE VIDEO
WATCH THIS YOUTUBE VIDEOolakanmijoel24
11 views1 slide

Recently uploaded(15)

Maria Gjieli.pdf by get joys
Maria Gjieli.pdfMaria Gjieli.pdf
Maria Gjieli.pdf
get joys18 views
JADOO FLIX by Sagar.pptx by getseokey
JADOO FLIX by Sagar.pptxJADOO FLIX by Sagar.pptx
JADOO FLIX by Sagar.pptx
getseokey6 views
BOOTS PUT FOR SANTA by Judy 1028
BOOTS PUT FOR SANTABOOTS PUT FOR SANTA
BOOTS PUT FOR SANTA
Judy 102810 views
Lyric Presentation.pdf by ally508153
Lyric Presentation.pdfLyric Presentation.pdf
Lyric Presentation.pdf
ally50815310 views
Free eBook ~ 200 GREAT PUNS.pdf by OH TEIK BIN
Free eBook ~ 200 GREAT PUNS.pdfFree eBook ~ 200 GREAT PUNS.pdf
Free eBook ~ 200 GREAT PUNS.pdf
OH TEIK BIN27 views
Perfect Wedding Hub Magazine Nov Edition by rakhiraajan
Perfect Wedding Hub Magazine Nov EditionPerfect Wedding Hub Magazine Nov Edition
Perfect Wedding Hub Magazine Nov Edition
rakhiraajan10 views
Scratches in the Attic - Script.pdf by ColbyHoltman
Scratches in the Attic - Script.pdfScratches in the Attic - Script.pdf
Scratches in the Attic - Script.pdf
ColbyHoltman6 views
LETTERS TO SANTA CLAUS by Judy 1028
LETTERS TO SANTA CLAUSLETTERS TO SANTA CLAUS
LETTERS TO SANTA CLAUS
Judy 102812 views
https://pin.it/1TgD6Uq by bestoto
https://pin.it/1TgD6Uqhttps://pin.it/1TgD6Uq
https://pin.it/1TgD6Uq
bestoto5 views
Retail Store Scavenger Hunt.pdf by RoxanneReed
Retail Store Scavenger Hunt.pdfRetail Store Scavenger Hunt.pdf
Retail Store Scavenger Hunt.pdf
RoxanneReed43 views
What Makes an Excellent Short Film by Hampton Luzak
What Makes an Excellent Short FilmWhat Makes an Excellent Short Film
What Makes an Excellent Short Film
Hampton Luzak5 views

Five Rendering Ideas from Battlefield 3 & Need For Speed: The Run

Editor's Notes

  1. Example with extreme filter kernel.Note there are some blight blobs in some of the hexagons. This is an artifact of a later pass to composite the coronal particles and not of the hexagonal blur process.
  2. Also need a half texel offset before saturate. Omitted for clarity.