• Vancouver, Canada

    Real-Time Geometry Caches

    Axel Gneiting – August 26, 2014

    Real-Time Geometry Caches
    This presentation: Real-Time Geometry Caches was part of SIGGRAPH’s Let There Be Light talk which took place on August 13th 2014. Converting arbitrary animations to a skinning representation is a tedious, time-consuming process for artists. In this presentation a solution is offered, which compiles Alembic geometry caches to a format suited for streaming real-time playback. The result takes full advantage of next-generation hardware with SIMD optimization and multithreading.
  • San Francisco, CA

    Technical Artist Bootcamp: Ryse

    Riham Toulan – April 04, 2014

    Technical Artist Bootcamp: Ryse
    Technical art continues to march forward and at a faster pace than most disciplines, as it is wide-reaching and wide open. Rigging, Python, pipelines, shaders, and unit tests are all known and understood at this time. Large studios need more powerful toolchains with more professional development environments, and small teams need each and every member to be very technically capable. Technical Artists know efficiency is at a premium, and a working tool is not good enough anymore; they will learn to focus on a quality user experience when designing tools and workflows. Tech Animators will learn quick prototyping techniques of animation systems, which has traditionally been one of the most complex areas to author. More techniques for automating asset processing, fast cinematic workflows, and optimizing asset performance for run-time will be covered.
  • San Francisco, CA

    Play the Cutscene: the Characters of Ryse

    Abdenour Bachir, Christopher Evans – April 02, 2014

    Play the Cutscene: the Characters of Ryse
    An in-depth look at the character art and technology behind Ryse: Son of Rome. Presenters will discuss the decisions made and experience gained during development of the character-focused Xbox One launch title. Practices, modeling and texturing techniques, character rigging, physics, shading and deformation are examined.
  • San Francisco, CA

    Moving to the Next Generation - The Rendering Technology of Ryse

    Nicolas Schulz – March 26, 2014

    Moving to the Next Generation - The Rendering Technology of Ryse
    In his session at GDC 2014, Senior Rendering Engineer Nicolas Schulz was talking about how the CryENGINE rendering pipeline was evolved for Ryse to bring the visuals a step closer to CG quality. The presentation covers in detail the transition to physically-based shading paradigms and describes challenges and solutions for advancing the rendering quality of characters and faces in particular. The slides also touch on ways to improve the overall image quality by reducing aliasing and cover how performance challenges were handled for the Xbox One.
  • Anaheim, CA

    Ryse: Son of Rome - Defining the 'Next' Next-Gen

    Christopher Evans – September 04, 2013

    Ryse: Son of Rome - Defining the Next Next-Gen
    When talking about Game Development on Xbox One during Siggraph 2013, Christopher Evans (Art Technical Director) showed his insights on Crytek's upcoming Ryse: Son of Rome, and how the game aims to push the boundaries of the next-gen technology; something which Crytek is known for. This presentations shows the character animation technology and the challenges presented with a new generation of hardware - but also how those challenges can turn into strengths when film practices can be applied to save production time and get the best results.
  • Cologne, Germany

    Shining the Light on Crysis 3

    Pierre-Yves Donzallaz – August 29, 2013

    Shining the Light on Crysis 3
    Discover how the lighting was created for the visually acclaimed Crysis 3 videogame, from the early prototype stage to the final delivery. Learn about the lighting creation in video games and about the lighting pipeline used in Crytek's latest title, as well as the environment art guidelines in place to ensure a consistent look throughout the game. The session will also address difficulties encountered during the production, and feature demonstrations and artist-friendly explanations of the lighting-related graphical features that were requested and implemented in the CryENGINE to ensure one of the best visual experiences to date.
  • Anaheim, CA

    Playing with Real-Time Shadows

    Nikolas Kasyan – August 19, 2013

    Playing with Real-Time Shadows
    This presentation describes multiple shadowing techniques that are used in modern videogames, with examples from the latest version of CryENGINE, which is used in Crytek's titles such as Ryse, Warface, and Crysis 3. It also covers several real-time shadows-related research topics, discusses practical considerations of cascaded shadow maps usage, and offers possible improvements to their existing implementations in videogames.