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DirectX 11 White papers.

JordanN

Banned
I want to have a thread covering all next gen technology meant to take advantage of the PS4/XBO/PC. If you know anymore that I missed, post away!

By the way, I put "TBA" for the ones I haven't completed yet.

UE3.9 Samaritan
http://udn.epicgames.com/Three/rsrc/Three/DirectX11Rendering/MartinM_GDC11_DX11_presentation.pdf
Abstract: Tessellation, Hair, Deferred Rendering with MSAA, SSS, Reflections, Depth of Field (Bokeh)
ibsdNYSlA8BFMg.png

Unreal Engine 4: Elemental
http://www.unrealengine.com/files/misc/The_Technology_Behind_the_Elemental_Demo_16x9_(2).pdf
Abstract: Indirect Lighting,Shading, Post Processing, Particles,

Real Shading in Unreal Engine 4
http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_slides.pdf
Abstract:Diffuse and Specular BRDF, Materials, Lighting

Killzone Shadow Fall
http://www.guerrilla-games.com/presentations/Valient_Killzone_Shadow_Fall_Demo_Postmortem.pdf
Abstract: Deferred shading + physically correct lighting, Shaders, Particles, post processing, screen space ray tracing, volumetrics

Deep Down
http://game.watch.impress.co.jp/docs/series/3dcg/20130731_608483.html (Japanese)
http://www.*****************/2013/0...lusive-or-not-more-info-on-panta-rhei-shared/ (english)
Abstract: TBA

The Rendering Technologies of Crysis 3
http://crytek.com/download/Sousa_Tiago_Rendering_Technologies_of_Crysis3.pptx
Abstract: TBA

Ryse
http://www.crytek.com/download/Ryse_ChrisEvans_Sigg.pdf
Abstract: TBA

Crysis 3
http://crytek.com/download/Sousa_Tiago_Rendering_Technologies_of_Crysis3.pptx
Abstract: TBA

The Order: 1886
http://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_slides.pdf
Abstract: Skin and cloth shading, BRDF, materials and composition

Project Phoenix
http://www.crytek.com/cryengine/pre...ture-gave-birth-to-a-red-gem--project-phoenix
Abstract: TBA

Unity 4: Directx 11 Documentation
http://docs.unity3d.com/Documentation/Manual/DirectX11.html
Abstract: Post Processing, Tessellation, Volumetric effects

A whole bunch of Nvidia stuff
https://developer.nvidia.com/nvidia-graphics-sdk-11-direct3d
Abstract:TBA

Indirect Illumination Using Voxel Cone Tracing
http://hal.inria.fr/hal-00650218/en
https://research.nvidia.com/sites/default/files/publications/GIVoxels-pg2011-authors.pdf
Abstract: TBA

Next Generation Character Rendering
http://www.iryoku.com/stare-into-the-future
http://www.iryoku.com/next-generation-life-2
Abstract: Skin Reflections, Human Pores, Global Illumination, SSS, Eyes Rendering, Post Processing (depth of field and other filmic effects such as noise grain)

Ryse: The Transition to Physically Based Shading
http://www.makinggames.de/index.php/magazin/2391_ryse__the_transition_to_physically_based_shading
Abstract:"While the benefits of physically based shading are very obvious, the actual realization of this concept demands the full commitment of the whole team as well as several programming tricks. Senior Rendering Engineer Nicolas Schulz explains the implementation on the basis of several scenes in CryENGINE 3."

UE4: Infiltrator, materials, effects
http://www.develop-online.net/tools-and-tech/unreal-diaries-physically-based-shading/0117714
http://www.youtube.com/watch?v=-VANuJCM29E
http://www.youtube.com/watch?v=PjSFbPv3SLc&feature=youtu.be
http://www.youtube.com/watch?v=Apr6jnvpWfQ
Abstract: TBA

More Deep Down
http://www.4gamer.net/games/032/G003263/20140911067/
Abstract: Fur and SSS!


The Tomorrow Children
http://fumufumu.q-games.com/archives/2014_09.php#000934
Abstract: Cascaded Voxel Cone Tracing

Fable Legends
http://www.lionhead.com/blog/2014/april/17/dynamic-global-illumination-in-fable-legends/
Abstract: Dynamic Global Illumination
 

JordanN

Banned
Aw, I wanted to reserve the second post in case the first one got too big. Guess I'll have to use this.
 

ahm998

Member
Almost every engine is doing deferred right now.
AMD released the Leo demo with the 7xxx series.
Leo is an Forward+ renderer that uses GPGPU to cull away light.
And it has better AA support then deferred renderpipelines.
Could be a better way to support 4k rendering on pc given how it doesn't use a fat Gbuffer. At least this is what i remember from it.



Presentation:
http://developer.amd.com/wordpress/media/2012/10/AMD_Demos_LeoDemoGDC2012.ppsx

This photo made me remember this....

zlCfzRE-FvUYjeJ-Q6
 

Chev

Member
What does PlayStation 4 have to do with Microsoft's DirectX 11?
Just about all GPU features are referred to by developers and manufacturers alike in terms of which DX feature set they best match, even though the hardware may not be using the API. It's a very handy shortcut understood by just about everyone in the field.
 

Norml

Member
bump

Guerilla finally released the slides from their 2014 GDC talk. Powerpoint contains a lot of videos, including footage of early concept work on their vision of what Killzone would be on PS4. They also discuss their lighting, reflections and other techniques, including that weird "temporal 1080p" they used for MP.

http://a.pomf.se/siyqmd.webm

http://www.guerrilla-games.com/presentations/GDC2014_Valient_Killzone_Graphics.pptx

Finally got time to look at this. Seems their resolution method might be the way to go even for single player. They say usually a 80% performance gain with it. I wonder how that compares to gains with 900p?
 
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