- Most screen shots and examples are from Bad Company
- Shader node editor
- Rendering jobs, task decomposition for concurrency
- Command buffers used on 360, PS3, but DX10 is a problem
- - He also mentions an approach I'll be presenting on ind detail at Gamefest 2008 - software command buffers - with the con of "Difficult to update dynamic resources efficiently in parallel due to API", quite true
- Software rasterization for occlusion testing
- - low rez floating point buffer, renders 100 meters of low-poly occluder meshes, limited to a max of 10,000 verts. Use on all platforms
- Prefer bumpmaps to normal maps - better compression - sample to normals in shader
- Virtual textures
- Raytracing - cites Mirrors Edge - urban environments with reflections
- DOF implemented in CUDA
Thursday, July 3, 2008
Johan Andersson's keynote at Graphics Hardware
Johan Andersson's slides were recently posted for his keynote The Intersection of Game Engines and GPUs - Current & Future at Graphics Hardware (other presentations there too...). I've looked over several of Johan's presentations in recent years, and am a big fan. This presentation covers many interesting topics, though is light on details:
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Thanks for the link & nice words :)
ReplyDeleteI'll definitely be at your talk at Gamefest. Interesting and great that you plan to open source the parallel software command buffer library, been thinking exactly that someone should create a general open library for this.
Oh and BTW, great blog!
See you at Gamefest!