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Showing posts from March, 2016

GDC 2016 Links

Here are my growing links to GDC 2016 slides/presentations: Programming Advanced VR Rendering Performance  - Alex Vlachos An Excursion in Temporal Supersampling - Marco Salvi An Introduction to SPIR-V  - Neil Henning Building a Better Jump - J. Kyle Pittman Developing the Northlight Engine: Lessons Learned  - Ville Timonen Enlighten feature sets for large world games  - Geomerics Fast, Flexible, Physically-Based Volumetric Light Scattering – Nathan Hoobler Fixed Point Iteration  - Huw Bowles The runtime asset format forGL-based applications - Patrick Cozzi, Tony Parisi Improving Geometry Culling for ‘Deus Ex: Mankind Divided – Nicolas Trudel More Explosions, More Chaos, and Definitely More Blowing Stuff Up: Optimizations and New DirectX Features in Just Cause 3 - Antoine Cohade & Emil Persson Object Space Lighting  - Dan Baker Optimizing the Graphics Pipeline with Compute  - Graham Wihlidal Real-Time BC6H Compression on GPU ...