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The Intersection of  Game Engines & GPUs: Current & Future Johan Andersson Rendering Architect 2.5
Agenda ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Frostbite ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
BFBC screenshot
BFBC screenshot
 
Graph-based surface shaders ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
Shader permutations ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Shader subroutines ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Rendering & Parallelization
Jobs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Rendering jobs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Parallel command buffer recording  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
DX10 parallel command buffer rec. ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
PS3 geometry processing (1/2) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
PS3 geometry processing (2/2) ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Occlusion culling ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Software occlusion culling ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
GPU occlusion culling ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Texturing
Texture formats ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],RGB DXT1 mask DXT color bleed
 
Future texture sampling ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Terrain heightmap Derived normals [2]
 
Current sparse textures ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Source mask Atlas texture
HW sparse textures ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Cached Procedural Unique Texturing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Raytracing
Raytracing ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Mirror’s Edge
Raytraced reflections wanted ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Mirror’s Edge Soft reflections
GPGPU
GPGPU uses ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
CUDA DOF post-process filter ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Circle of confusion map Output
GPU Compute programming model ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Conclusions ,[object Object],[object Object],[object Object],[object Object],[object Object]
Questions? Contact: johan.andersson@dice.se
References ,[object Object],[object Object],[object Object],[object Object],[object Object]
Bonus slides
Real-time REYES ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Terrain detail ,[object Object],[object Object]
Texture arrays ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Other raytracing uses ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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The Intersection of Game Engines & GPUs: Current & Future (Graphics Hardware 2008)