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)
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
Abstractiffuse 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
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)
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
Abstractiffuse 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