GDC 2016 Links
Here are my growing links to GDC 2016 slides/presentations:
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
Stable Specular Hightlights – Anton S. Kaplanyan
Taming the Jaguar - Andreas Fredriksson
Motion Matching and The Road to Next-Gen Animation – Simon Clavet
40 VR/AR Predictions - Jesse Schell
Great Management of Technical Leads - Mike Acton
Unity
Marmoset Toolbag | GDC 2016 Showcase - Marmoset Co
Seastack Bay - Geomerics
PowerVR at GDC 2016: Vulkan and OpenGL ES ray tracing - Imagination Technologies
CryEngine GDC 2016 Announcement - Crytek
GDC 2016 Allegorithmic Substance Showreel - Allegorithmic
Programming
Advanced VR Rendering Performance - Alex VlachosAn 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 NarkowiczStable Specular Hightlights – Anton S. Kaplanyan
Taming the Jaguar - Andreas Fredriksson
Technical Introduction to the Stingray Game Engine - Niklas Frykholm
Temporal Reprojection Anti-Aliasing in INSIDE - Lasse Jon Fuglsang Pedersen
TLDR Statistics for Game Devs - Elan RuskinTemporal Reprojection Anti-Aliasing in INSIDE - Lasse Jon Fuglsang Pedersen
Attendees Coverage
DirectX 12 Advancements - Max McMullenMotion Matching and The Road to Next-Gen Animation – Simon Clavet
Production
Great Management of Technical Leads - Mike Acton
Video Links
Epic Games- Building Paragon in Unreal Engine 4 - GDC 2016
- Epic Games "State of Unreal" GDC 2016 Opening Session
- ProtoStar Demo - Epic Games - GDC 2016
- Paragon Trailer - Epic Games - GDC 2016
- 2016 GDC Khronos Session - Vulkan - Low Res
- 2016 GDC Khronos Session - Vulkan Part II - Low Res
- 2016 GDC Khronos Session - WebGL + glTF
Unity
Marmoset Toolbag | GDC 2016 Showcase - Marmoset Co
Seastack Bay - Geomerics
PowerVR at GDC 2016: Vulkan and OpenGL ES ray tracing - Imagination Technologies
CryEngine GDC 2016 Announcement - Crytek
GDC 2016 Allegorithmic Substance Showreel - Allegorithmic
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