- Presentations
- Documents
- Infographics
Siggraph 2011: Occlusion culling in Alan Wake
Umbra
•
12 years ago
Low-level Shader Optimization for Next-Gen and DX11 by Emil Persson
AMD Developer Central
•
10 years ago
A 2.5D Culling for Forward+ (SIGGRAPH ASIA 2012)
Takahiro Harada
•
10 years ago
GS-4106 The AMD GCN Architecture - A Crash Course, by Layla Mah
AMD Developer Central
•
10 years ago
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Guerrilla
•
10 years ago
Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite
Electronic Arts / DICE
•
6 years ago
CEDEC 2018 - Towards Effortless Photorealism Through Real-Time Raytracing
Electronic Arts / DICE
•
5 years ago
Screen Space Reflections in The Surge
Michele Giacalone
•
8 years ago
Stochastic Screen-Space Reflections
Electronic Arts / DICE
•
8 years ago
Uncharted 2: Character Pipeline
Naughty Dog
•
13 years ago
Game Art Bible - Secret Sauce to Making Great Game Art
Kshiraj Telang
•
10 years ago
Introducting the art pipeline
David Edwards
•
8 years ago
NVIDIA CES 2016 Highlights
NVIDIA
•
8 years ago
VR Base Camp: Scaling the Next Major Platform
NVIDIA
•
8 years ago
GTC 2015 Highlights
NVIDIA
•
9 years ago
NVIDIA CES 2016 Press Conference
NVIDIA
•
8 years ago
OpenGL for 2015
Mark Kilgard
•
8 years ago
Approaching zero driver overhead
Cass Everitt
•
10 years ago
OpenGL NVIDIA Command-List: Approaching Zero Driver Overhead
Tristan Lorach
•
9 years ago