Talk by Kleber Garcia at GDC 2018 Circular Separable Convolution Depth of Field (Circular DoF) is a mathematical adaptation and implementation of a separable circular filter, which utilizes complex plane phasers to create very accurate and fast bokeh. At its core, this technique convolves a circular pattern blur in the frequency domain using a horizontal and a vertical pass, representing the frame
In this talk, we present results from the real-time raytracing research done at SEED, a cross-disciplinary team working on cutting-edge, future graphics technologies and creative experiences at Electronic Arts. We explain in detail several techniques from Project PICA PICA, a real-time raytracing experiment featuring a mini-game for self-learning AI agents in a procedurally-assembled world. The ap
SEEDテクニカルディレクターが、自己学習型のAIエージェントが自ら「バトルフィールド 1」のマルチプレイヤーのプレイを学習する過程について語ります。 テクニカルディレクターMagnus Nordinが、EAの先進的インタラクティブエンターテインメント研究部門SEED(Search for Extraordinary Experiences Division)における自己学習型AIエージェントの開発と、そのAIが「バトルフィールド 1」のマルチプレイヤーを一から自己学習していく過程を語ります。 まず、自己紹介をお願いします。これまでの経歴とSEEDでどんな仕事をしているか教えてもらえますか? EAに入社したのは6年前です。それ以前に20年にわたりコンピューターサイエンティストとして、様々なプロジェクトに従事してきました。EAではまずDICEと仕事をした後、2年前にSEEDが設立されると同時
Talk by Chris Lewin at GDC 2018 Self-collision detection and resolution for cloth is one of the most challenging tasks in physics-based animation. This is because cloth can very easily get tangled in itself, a state from which it is hard to recover. This session will introduce EA's method of simulating cloth self collision using predictive contacts, enabling the EA team to simulate large time step
Technical paper by Yuriy O’Donnell (Frostbite) and Matthäus Chajdas (AMD) for I3D 2017. Handling many light sources in real-time is still one of the big challenges in real-time graphics. Even the most recent approaches like practical clustered shading still have various problem cases with low performance. Especially in scenes with high depth variance, existing algorithms cannot adapt to the distri
Technical talk by Graham Wihlidal at GDC 2016. With further advancement in the current console cycle, new tricks are being learned to squeeze the maximum performance out of the hardware. This talk will present how the compute power of the console and PC GPUs can be used to improve the triangle throughput beyond the limits of the fixed function hardware. The discussed method shows a way to perform
Talk by Sebastien Hillaire at SIGGRAPH 2015 in the Advances in Real-time Rendering course. Rendering convincing participating media for real time applications, e.g. games, has always been a difficult problem. Particles are often used as a fast approximation for local effects such as dust behind cars or explosions. Additionally, large scale participating media such as depth fog are usually achieved
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