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 - Krzysztof Narkowicz Stable Spec