Apresentações
(8)Gostaram
(30)トリコの動かし方
株式会社ジェンデザイン
•
Há 6 anos
Bindless Deferred Decals in The Surge 2
Philip Hammer
•
Há 4 anos
Unreal Open Day 2017 Project Raven
Epic Games China
•
Há 7 anos
SPU Assisted Rendering
Steven Tovey
•
Há 13 anos
Shadow Warrior 2 and the evolution of the Roadhog Engine, GIC15
Jarosław Pleskot
•
Há 8 anos
Masked Occlusion Culling
Intel® Software
•
Há 5 anos
Notes from Coursera Deep Learning courses by Andrew Ng
Tess Ferrandez
•
Há 6 anos
Practical Spherical Harmonics Based PRT Methods
Naughty Dog
•
Há 13 anos
Lighting the City of Glass
Electronic Arts / DICE
•
Há 8 anos
Trip down the GPU lane with Machine Learning
Renaldas Zioma
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Há 6 anos
Build Lightmap system
Jaesik Hwang
•
Há 11 anos
Decima Engine: Visibility in Horizon Zero Dawn
Guerrilla
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Há 6 anos
Practical Occlusion Culling on PS3
Guerrilla
•
Há 12 anos
Masked Software Occlusion Culling
Intel® Software
•
Há 7 anos
なぜなにリアルタイムレンダリング
Satoshi Kodaira
•
Há 7 anos
Rendering AAA-Quality Characters of Project A1
Ki Hyunwoo
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Há 7 anos
Optimizing unity games (Google IO 2014)
Alexander Dolbilov
•
Há 9 anos
Unix command-line tools
Eric Wilson
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Há 12 anos
#GDC15 Great Management of Technical Leads
Mike Acton
•
Há 9 anos
Taking Killzone Shadow Fall Image Quality Into The Next Generation
Guerrilla
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Há 9 anos
Multiprocessor Game Loops: Lessons from Uncharted 2: Among Thieves
Naughty Dog
•
Há 13 anos
GDC 2014 - Deformable Snow Rendering in Batman: Arkham Origins
Colin Barré-Brisebois
•
Há 10 anos
Approaching zero driver overhead
Cass Everitt
•
Há 10 anos
Modular Level Design for Skyrim
Joel Burgess
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Há 11 anos
Angel cunado_The Terrain Of KUF2
drandom
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Há 12 anos
Rendering Tech of Space Marine
Pope Kim
•
Há 12 anos
Deeper Look Into HSAIL And It's Runtime
HSA Foundation
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Há 11 anos
Interaction Design & Psychology (2002)
Ferry den Dopper
•
Há 16 anos
Ruby Metaprogramming 08
Brian Sam-Bodden
•
Há 16 anos
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