Papers & Talks We engage with the global research community through collaborations with universities around the world, publications in academic journals, and participation in top-tier conferences. Explore our publications below!
![Publications](https://cdn-ak-scissors.b.st-hatena.com/image/square/0ab8d14cfe0531c6429575d4e00483d5a9dc1447/height=288;version=1;width=512/https%3A%2F%2Fcdn.disneyanimation.com%2Fuploads%2Fpages%2Fpublications%2Fpublications.jpg)
How High Dynamic Range Audio Makes Battlefield: Bad Company Go BOOM Conference: Game Developers Conference 2009 2009-11-05 by Anders Clerwall This session presents a detailed overview of High Dynamic Range Audio as implemented in DICEs Frostbite engine. It explains in detail how using real-world sound level approximations and an adjustable dynamic range transformed the usually tedious and time-con
リリース、障害情報などのサービスのお知らせ
最新の人気エントリーの配信
処理を実行中です
j次のブックマーク
k前のブックマーク
lあとで読む
eコメント一覧を開く
oページを開く