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SIGGRAPH 2014 - Advances in Real-Time Rendering in Games (videos, papers etc.)

-SD-

Banned
Fresh graphics R&D publications from Activision Blizzard, Crytek, Eidos Montreal, Epic Games, Guerilla Games, Insomniac Games and Ubisoft Montreal.

http://advances.realtimerendering.com/s2014/index.html

Packed with PPTX/PDF slides and videos. Some presentation material is not yet available.

Code:
[B]Activision Blizzard[/B]
- Next Generation Post Processing in Call of Duty: Advanced Warfare
- Tessellation in Call of Duty: Ghosts

[B]Crytek[/B]
- Rendering Technologies in Ryse: Son of Rome

[B]Eidos Montreal[/B]
- Reflection System in Thief

[B]Epic Games[/B]
- High-Quality Temporal Supersampling (in the Unreal Engine 4 Infiltrator Demo)

[B]Guerilla Games[/B]
- Reflections and Volumetrics of Killzone Shadow Fall

[B]Insomniac Games[/B]
- Real-Time Lighting via Light Linked List (Sunset Overdrive)

[B]Ubisoft Montreal[/B]
- Hybrid Reconstruction Anti-Aliasing (HRAA)
- Volumetric Fog: Unified Compute Shader-Based Solution to Atmospheric Scattering (Assassin’s Creed 4: Black Flag)
 
Nice! Will have a look when i can!

The ones from Guerrilla games and Crytek should be awesome. I still remember a paper from the first crysis..
 
Ironically despite being the only game-focussed session at Siggraph I find this the most boring one by far. Just graphics guys going on about occlusion for an entire day.
 
Temporal AA makes the Infiltrator demo look far too fuzzy. As if you're looking through a duct-taped lens. It also looks like the colors get a bit washed out.
 
Page got updated with a download link to CoD: Advanced Warfare PowerPoint slides. 60fps example videos included.
 
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