nano.tube
PCAXE Member
- Učlanjen(a)
- 02.04.2009.
- Poruka
- 214
- Rezultat reagovanja
- 0
Moja konfiguracija
http://s09.idav.ucdavis.edu/
http://highperformancegraphics.org/
Why and How is Interactive Graphics Programming Changing? - Aaron Lefohn, Intel
Beyond Programmable Shading Retrospective - Mike Houston, AMD
Running Code at a Teraflop: Overview of GPU Architecture - Kayvon Fatahalian, Stanford University
Parallel Programming for Interactive Graphics - Tim Foley, Stanford/Intel
id tech 5 Challenges - J.M.P. van Waveren, id software
Parallel Graphics in Frostbite - Current & Future - Johan Andersson, DICE
GPU Primitives - Case Study: Hair Rendering - Ulf Assarsson, Chalmers University
A Real-Time Micropolygon Rendering Pipeline Is Not Far Away - Kayvon Fatahalian, Stanford University
Shiny, Blurry Things - Justin Hensley, AMD
Anton Kaplanyan: Light Propagation Volumes in CryEngine 3
SIGGRAPH 2009 talk from "Advanced Real-time Rendering Course" about new ligting technique in CryEngine 3. The new technique called "Light Propagation Volumes" is used for Global Illumination and Massive Lighting, which significantly improves the lighting quality. The concept and its implementation are explained in the paper. Slides from the talk with talk notes as well as the video are provided.
Keynote talk by Tim Sweeney, CEO, Founder, and Technical Director of Epic Games, at High Performance Graphics 2009. In the talk Sweeney speculates on the rise of a new graphics pipeline based on Reyes micropolygon rasterization, software transactional memory, and purely functional (i.e., no mutation) shaders:
http://highperformancegraphics.org/
Why and How is Interactive Graphics Programming Changing? - Aaron Lefohn, Intel
Beyond Programmable Shading Retrospective - Mike Houston, AMD
Running Code at a Teraflop: Overview of GPU Architecture - Kayvon Fatahalian, Stanford University
Parallel Programming for Interactive Graphics - Tim Foley, Stanford/Intel
id tech 5 Challenges - J.M.P. van Waveren, id software
Parallel Graphics in Frostbite - Current & Future - Johan Andersson, DICE
GPU Primitives - Case Study: Hair Rendering - Ulf Assarsson, Chalmers University
A Real-Time Micropolygon Rendering Pipeline Is Not Far Away - Kayvon Fatahalian, Stanford University
Shiny, Blurry Things - Justin Hensley, AMD
Anton Kaplanyan: Light Propagation Volumes in CryEngine 3
SIGGRAPH 2009 talk from "Advanced Real-time Rendering Course" about new ligting technique in CryEngine 3. The new technique called "Light Propagation Volumes" is used for Global Illumination and Massive Lighting, which significantly improves the lighting quality. The concept and its implementation are explained in the paper. Slides from the talk with talk notes as well as the video are provided.
Keynote talk by Tim Sweeney, CEO, Founder, and Technical Director of Epic Games, at High Performance Graphics 2009. In the talk Sweeney speculates on the rise of a new graphics pipeline based on Reyes micropolygon rasterization, software transactional memory, and purely functional (i.e., no mutation) shaders:
Unreal Engine 3 2006-2012