Showing results for 
Search instead for 
Did you mean: 
Oct182016

Fast Filtering of Reflection Probes

Game and movie studios are switching to physically based rendering en masse, but physically accurate...

Sep072016

Filmic SMAA: Sharp Morphological and Temporal Antialiasing

Where we cover Filmic SMAA, the morphological/temporal antialiasing solution saczhipped in consoles ...

Sep012016

ATVI-TR-16-02: Practical Order Independent Transparency

This document describes a method that combines OIT with software rasterized sprites.

Aug262016

Efficient GPU Rendering of Subdivision Surfaces

Abstract We present a novel method for real-time rendering of subdivision surfaces whose goal is to ...

Aug252016

Volumetric Global Illumination at Treyarch

We present a solution for indirect diffuse lighting as an alternative to traditional lightmaps. The ...

Aug242016

Practical Real-Time Strategies for Accurate Indirect Occlusion

We present new systems for occlusion of indirect lighting: GTAO for screen-space ambient occlusion, ...

Aug242016

Sparse Shadow Trees

Lighting large outdoor scenes continues to present a challenge for realtime rendering. Cascaded shad...

Jul232016

ATVI-TR-16-01: Practical Realtime Strategies for Accurate Indirect Occlusion

Presenting new systems for occlusion of indirect lighting: GTAO for screen-space ambient occlusion, ...