Checkerboard Rendering in Dark Souls: Remastered by QLOCQLOC
This is a talk on checkerboard rendering Markus & Andreas held at Digital Dragons 2019.
In it they quickly go through the history of Checkerboard Rendering before taking a deep dive into how it works and how it is implemented in Dark Souls: Remastered. Lastly, they present the quality and performance improvements they got from using it and their conclusion.
PS: The PDF. file includes useful in-depth notes from both authors.
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsSeongdae Kim
The document describes the process of building a voxel directional-occlusion graph (voxel DAG) from a shadow map captured on the GPU. It involves capturing the shadow map on the GPU and transmitting it to system memory, then computing minimum and maximum depth values at each mip level. A voxel DAG is constructed from the shadow data to represent lit and shadowed regions of the scene. Pseudocode is provided for building the root and subnodes of the voxel DAG in C#.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Our algorithm has very low memory overhead and is three times faster than previous work, while culling 98% of all triangles by a full resolution depth buffer approach. It supports interleaving occluder rasterization and occlusion queries without penalty, making it easy
Checkerboard Rendering in Dark Souls: Remastered by QLOCQLOC
This is a talk on checkerboard rendering Markus & Andreas held at Digital Dragons 2019.
In it they quickly go through the history of Checkerboard Rendering before taking a deep dive into how it works and how it is implemented in Dark Souls: Remastered. Lastly, they present the quality and performance improvements they got from using it and their conclusion.
PS: The PDF. file includes useful in-depth notes from both authors.
Precomputed Voxelized-Shadows for Large-scale Scene and Many lightsSeongdae Kim
The document describes the process of building a voxel directional-occlusion graph (voxel DAG) from a shadow map captured on the GPU. It involves capturing the shadow map on the GPU and transmitting it to system memory, then computing minimum and maximum depth values at each mip level. A voxel DAG is constructed from the shadow data to represent lit and shadowed regions of the scene. Pseudocode is provided for building the root and subnodes of the voxel DAG in C#.
Bill explains some of the ways that the Vertex Shader can be used to improve performance by taking a fast path through the Vertex Shader rather than generating vertices with other parts of the pipeline in this AMD technology presentation from the 2014 Game Developers Conference in San Francisco March 17-21. Check out more technical presentations at http://developer.amd.com/resources/documentation-articles/conference-presentations/
Talk by Yuriy O’Donnell at GDC 2017.
This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.
A graph of all rendering operations for the entire frame is a useful abstraction. The industry can move away from “immediate mode” DX11 style APIs to a higher level system that allows simpler code and efficient GPU utilization. Attendees will learn how it worked out for Frostbite.
The goal of this session is to demonstrate techniques that improve GPU scalability when rendering complex scenes. This is achieved through a modular design that separates the scene graph representation from the rendering backend. We will explain how the modules in this pipeline are designed and give insights to implementation details, which leverage GPU''s compute capabilities for scene graph processing. Our modules cover topics such as shader generation for improved parameter management, synchronizing updates between scenegraph and rendering backend, as well as efficient data structures inside the renderer.
Video here: http://on-demand.gputechconf.com/gtc/2013/video/S3032-Advanced-Scenegraph-Rendering-Pipeline.mp4
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Topics covered include DX11 optimization techniques, efficient deferred shading, high-quality rendering and resource streaming for creating large and highly-detailed dynamic environments on modern PCs.
Efficient occlusion culling in dynamic scenes is a very important topic to the game and real-time graphics community in order to accelerate rendering. We present a novel algorithm inspired by recent advances in depth culling for graphics hardware, but adapted and optimized for SIMD-capable CPUs. Our algorithm has very low memory overhead and is three times faster than previous work, while culling 98% of all triangles by a full resolution depth buffer approach. It supports interleaving occluder rasterization and occlusion queries without penalty, making it easy
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Coursehpduiker
Filmic Tonemapping for Real-time Rendering, a presentation from the Siggraph 2010 Course on Color, on a technique developed from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
This document summarizes techniques for rendering water and frozen surfaces in CryEngine 2. It discusses procedural shaders for simulating water waves, caustics, god rays, shore foam, and frozen surface effects. It also covers techniques for water reflection, refraction, physics interaction, and camera interaction with water surfaces. Optimization strategies are discussed for minimizing draw calls and rendering costs.
Towards Light-weight and Real-time Line Segment DetectionByung Soo Ko
This is a presentation material for the paper of "Towards Light-weight and Real-time Line Segment Detection" .
Written by Geonmo Gu*, Byungsoo Ko*, SeoungHyun Go, Sung-Hyun Lee, Jingeun Lee, Minchul Shin (* Authors contributed equally.)
@NAVER/LINE Vision
- Arxiv: https://arxiv.org/abs/2106.00186
- Github: https://github.com/navervision/mlsd
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unity Technologies
In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performance.
Speakers:
Rob Thompson (Unity Technologies)
Practical SPU Programming in God of War IIISlide_N
The document summarizes how the developers of God of War III utilized the SPUs on the PS3 to improve performance. Key tasks like simulation, scene traversal, and rendering were offloaded to the SPUs. This allowed the various components to run in parallel across the CPU and SPUs, reducing the overall frame time. Common techniques included porting CPU code to the SPUs with minimal changes, processing work in parallel batches, and using the on-screen profiler to identify and optimize bottlenecks. Offloading tasks like collision detection, cloth simulation, culling, and geometry processing to the SPUs helped the entire system complete a frame's worth of work within the target time.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...JP Lee
This document summarizes Eric Penner's presentation on pre-integrated skin shading. It discusses advances in real-time subsurface scattering techniques for games. Penner presents an approach called pre-integrated skin shading that bakes subsurface scattering into textures to avoid costly blur passes. This is done by pre-integrating scattering based on surface curvature, normal maps, and shadows to account for different types of incident light gradients on skin. Results show it provides skin rendering quality comparable to more expensive techniques like texture space diffusion with better performance.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
The document discusses advanced rendering techniques for achieving anime-style rendering in Unity. It covers topics such as advanced rendering features for mobile like bloom and dynamic particles. It also discusses stylized scene lighting, specialized shaders for materials like silk and hair, character shading techniques including multi-ramp shading and facial expression blending, and effects like volume lights, depth of field, and image-space outlines. The overall goal is to achieve high quality anime-style rendering on mobile and PC platforms.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...Colin Barré-Brisebois
This talk covers techniques from Battlefield 3 and Need for Speed: The Run. Includes chroma sub-sampling for faster full-screen effects, a novel DirectX 9+ scatter-gather approach to bokeh rendering, HiZ reverse-reload for faster shadow, improved temporally-stable dynamic ambient occlusion, and tile-based deferred shading on Xbox 360.
This document provides an overview of Masked Occlusion Culling (MOC), a technique for efficient CPU occlusion culling. It discusses traditional software occlusion culling methods and their limitations. MOC works by directly updating a hierarchical Z-buffer without computing the full resolution depth buffer. This allows culling many pixels in parallel using SIMD instructions. The document also describes how Avalanche Studios integrated MOC into their Apex engine. They use artist-placed boxes and quad occluders as well as low-poly terrain meshes. MOC provided a smoother, more modular workflow and was more efficient than their previous box culling approach.
With the highest-quality video options, Battlefield 3 renders its Screen-Space Ambient Occlusion (SSAO) using the Horizon-Based Ambient Occlusion (HBAO) algorithm. For performance reasons, the HBAO is rendered in half resolution using half-resolution input depths. The HBAO is then blurred in full resolution using a depth-aware blur. The main issue with such low-resolution SSAO rendering is that it produces objectionable flickering for thin objects (such as alpha-tested foliage) when the camera and/or the geometry are moving. After a brief recap of the original HBAO pipeline, this talk describes a novel temporal filtering algorithm that fixed the HBAO flickering problem in Battlefield 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). The talk includes algorithm and implementation details on the temporal filtering part, as well as generic optimizations for SSAO blur pixel shaders. This is a joint work between Louis Bavoil (NVIDIA) and Johan Andersson (DICE).
Filmic Tonemapping for Real-time Rendering - Siggraph 2010 Color Coursehpduiker
Filmic Tonemapping for Real-time Rendering, a presentation from the Siggraph 2010 Course on Color, on a technique developed from film that became very applicable to games with the addition of support for HDR lighting and rendering in graphics cards.
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017.
Checkerboard rendering is a relatively new technique, popularized recently by the introduction of the PlayStation 4 Pro. Many modern game engines are adding support for it right now, and in this talk, Graham will present an in-depth look at the new implementation in Frostbite, which is used in shipping titles like 'Battlefield 1' and 'Mass Effect Andromeda'. Despite being conceptually simple, checkerboard rendering requires a deep integration into the post-processing chain, in particular temporal anti-aliasing, dynamic resolution scaling, and poses various challenges to existing effects. This presentation will cover the basics of checkerboard rendering, explain the impact on a game engine that powers a wide range of titles, and provide a detailed look at how the current implementation in Frostbite works, including topics like object id, alpha unrolling, gradient adjust, and a highly efficient depth resolve.
This document summarizes techniques for rendering water and frozen surfaces in CryEngine 2. It discusses procedural shaders for simulating water waves, caustics, god rays, shore foam, and frozen surface effects. It also covers techniques for water reflection, refraction, physics interaction, and camera interaction with water surfaces. Optimization strategies are discussed for minimizing draw calls and rendering costs.
Towards Light-weight and Real-time Line Segment DetectionByung Soo Ko
This is a presentation material for the paper of "Towards Light-weight and Real-time Line Segment Detection" .
Written by Geonmo Gu*, Byungsoo Ko*, SeoungHyun Go, Sung-Hyun Lee, Jingeun Lee, Minchul Shin (* Authors contributed equally.)
@NAVER/LINE Vision
- Arxiv: https://arxiv.org/abs/2106.00186
- Github: https://github.com/navervision/mlsd
Unite Berlin 2018 - Book of the Dead Optimizing Performance for High End Cons...Unity Technologies
In this session, the Unity Demo team provides their best tips and tricks for optimizing detailed, complex environment scenes for modern console performance.
Speakers:
Rob Thompson (Unity Technologies)
Practical SPU Programming in God of War IIISlide_N
The document summarizes how the developers of God of War III utilized the SPUs on the PS3 to improve performance. Key tasks like simulation, scene traversal, and rendering were offloaded to the SPUs. This allowed the various components to run in parallel across the CPU and SPUs, reducing the overall frame time. Common techniques included porting CPU code to the SPUs with minimal changes, processing work in parallel batches, and using the on-screen profiler to identify and optimize bottlenecks. Offloading tasks like collision detection, cloth simulation, culling, and geometry processing to the SPUs helped the entire system complete a frame's worth of work within the target time.
Secrets of CryENGINE 3 Graphics TechnologyTiago Sousa
In this talk, the authors will describe an overview of a different method for deferred lighting approach used in CryENGINE 3, along with an in-depth description of the many techniques used. Original file and videos at http://crytek.com/cryengine/presentations
Penner pre-integrated skin rendering (siggraph 2011 advances in real-time r...JP Lee
This document summarizes Eric Penner's presentation on pre-integrated skin shading. It discusses advances in real-time subsurface scattering techniques for games. Penner presents an approach called pre-integrated skin shading that bakes subsurface scattering into textures to avoid costly blur passes. This is done by pre-integrating scattering based on surface curvature, normal maps, and shadows to account for different types of incident light gradients on skin. Results show it provides skin rendering quality comparable to more expensive techniques like texture space diffusion with better performance.
Rendering Technologies from Crysis 3 (GDC 2013)Tiago Sousa
This talk covers changes in CryENGINE 3 technology during 2012, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
The document discusses advanced rendering techniques for achieving anime-style rendering in Unity. It covers topics such as advanced rendering features for mobile like bloom and dynamic particles. It also discusses stylized scene lighting, specialized shaders for materials like silk and hair, character shading techniques including multi-ramp shading and facial expression blending, and effects like volume lights, depth of field, and image-space outlines. The overall goal is to achieve high quality anime-style rendering on mobile and PC platforms.
Talk by Fabien Christin from DICE at GDC 2016.
Designing a big city that players can explore by day and by night while improving on the unique visual from the first Mirror's Edge game isn't an easy task.
In this talk, the tools and technology used to render Mirror's Edge: Catalyst will be discussed. From the physical sky to the reflection tech, the speakers will show how they tamed the new Frostbite 3 PBR engine to deliver realistic images with stylized visuals.
They will talk about the artistic and technical challenges they faced and how they tried to overcome them, from the simple light settings and Enlighten workflow to character shading and color grading.
Takeaway
Attendees will get an insight of technical and artistic techniques used to create a dynamic time of day system with updating radiosity and reflections.
Intended Audience
This session is targeted to game artists, technical artists and graphics programmers who want to know more about Mirror's Edge: Catalyst rendering technology, lighting tools and shading tricks.
More Performance! Five Rendering Ideas From Battlefield 3 and Need For Speed:...Colin Barré-Brisebois
This talk covers techniques from Battlefield 3 and Need for Speed: The Run. Includes chroma sub-sampling for faster full-screen effects, a novel DirectX 9+ scatter-gather approach to bokeh rendering, HiZ reverse-reload for faster shadow, improved temporally-stable dynamic ambient occlusion, and tile-based deferred shading on Xbox 360.
This document provides an overview of Masked Occlusion Culling (MOC), a technique for efficient CPU occlusion culling. It discusses traditional software occlusion culling methods and their limitations. MOC works by directly updating a hierarchical Z-buffer without computing the full resolution depth buffer. This allows culling many pixels in parallel using SIMD instructions. The document also describes how Avalanche Studios integrated MOC into their Apex engine. They use artist-placed boxes and quad occluders as well as low-poly terrain meshes. MOC provided a smoother, more modular workflow and was more efficient than their previous box culling approach.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive functioning. Exercise causes chemical changes in the brain that may help protect against mental illness and improve symptoms.
The document discusses Unity workflow for VR, including precautions for performance and the editor's VR. It provides links to tutorials on Unity and Oculus best practices, as well as designing for VR. It discusses differences between physical movement and eye input, and recommends limiting camera rotation and excessive acceleration in VR. It also addresses rendering performance considerations in Unity like draw calls and batching, culling, garbage collection, and optimizations for mobile like textures and polygons.
ACEScg: A Common Color Encoding for Visual Effects Applications - DigiPro 2015hpduiker
ACEScg is a color encoding system developed by the Academy of Motion Picture Arts and Sciences to address issues with color management during the transition from film to digital in the motion picture industry. It aims to preserve the full visible spectrum of HDR colors using RGB primaries while being more artist-friendly than previous versions. ACEScg encompasses the gamuts of most cameras and displays but uses primaries that are only slightly imaginary to allow for future standards. It also provides ways to handle out-of-gamut and negative values that may occur.
The document provides information about using the Native Development Kit (NDK) to build native code for Android applications. It discusses what the NDK is, why developers may want to use native code, and how to set up a sample project to call native code from Java using the Java Native Interface (JNI). The sample project implements Fibonacci functions recursively and iteratively in both Java and C++ to demonstrate how to define and call native functions from an Android app.
Optimizing mobile applications - Ian Dundore, Mark Harknessozlael ozlael
This document provides tips and best practices for optimizing mobile applications. It discusses using profiling tools like Instruments to identify performance issues. Specific topics covered include reducing startup time, examining callbacks and coroutines, identifying asset loads, and reducing memory usage. The document also provides recommendations for reducing CPU usage through techniques like splitting canvases, avoiding string manipulation, and replacing direct callbacks with an update manager.