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Advances in real-time rendering in games, part 2 (ACM SIGGRAPH 2019)

Dan the Man

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  • Linked in the descriptionPaper on dl.acm.org

Advanced. Deep dive for people who know the field.

26K views5 years ago1 recommendation

Graphics and audioGame developmentRenderingGPUs, shaders and CUDAPerformance and optimization

A compilation of SIGGRAPH 2019 presentations covering wind and vegetation in God of War, ocean rendering, and atmospheric rendering in Red Dead Redemption 2.

- Interactive Wind and Vegetation in "God Of War" - Multi-resolution Ocean Rendering in Crest Ocean System - Creating the Atmospheric World of Red Dead Redemption 2 dl.acm.org/doi/10.1145/3305366.3335036

Why it's here

1 person recommends this

What people say. Engineers point to this compilation for its rare, detailed technical insights into the rendering systems of major AAA games.

Moments people linked to

u/take-a-gamblein r/gameenginedevs • Recommends

On “Rockstar games tech”

I'm interested too but they're a bit more secretive about RAGE from what I can gather. That said there are some specific talks for certain subsystems. link to this video
10View on Reddit

u/Additional-Dish305in r/GraphicsProgramming • Mentions

On “Genuine question: How hard is it to become a graphics programmer at a company like Rockstar?”

Fabian Bauer (Senior Graphics Programmer) gave a talk at Siggraph is 2019 . And there have been multiple GDC talks about environment art in the past. I think around 2015.