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.
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)