Hello! This is a write up of a talk I gave at EGX this year, I thought it may be useful to others, so here’s my slides and transcript. Enjoy! Introduction Since joining the Unreal Engine team, I’ve learnt a lot about the technical reasons, limitations and processes behind working with game art, or real time rendering, which is why I am here talking to you today. It was only a couple of years ago t
Got my hands on UE4 a little while back and started playing around with it as well as DDO + NDO. It's still very WIP, and it's based on a concept by Baron Tieri. Will keep this thread updated as I progress. Any feedback and critisism is grealy appreciated! I'm finally calling this scene done! Thank you all kindly for all your feedback and encouraging words. You've really helped keep me motivated a
Advances in Real-Time Rendering in 3D Graphics and Games Welcome to the home of the well-established series of SIGGRAPH courses, covering late-breaking work and advances in real-time computer graphics! This course was first presented in SIGGRAPH 2006 in Boston, MA. Since then, close to two decades, we have continued bringing you the state-of-the-art techniques from the game development community,
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I got my Ph. D from the Department of Computer Science of National Tsing-Hua University, Taiwan. My research interests include: animation synthesis, animation summarization, and motion retrieval. My Web Changelog Paper Collection / Resources Open Access to ACM SIGGRAPH-Sponsored Content: For both SIGGRAPH and SIGGRAPH Asia, conference content is freely accessible in the ACM Digital Library for a o
This is the main resources page for the book Real-Time Rendering, Fourth Edition, by Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire, 1198 pages, from A K Peters/CRC Press, ISBN-13: 978-1138627000, ISBN-10: 1138627003, list price $110.00 (Amazon $80.00; Kindle $78.37, read sample; Google Play $88.00, free sample; CRC Press $88.00, eBook $88.00
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