• Vancouver, CAN

    Anti-Aliasing Methods in CryENGINE 3

    Tiago Sousa – August 29, 2011

    Anti-Aliasing Methods in CryENGINE 3
    Real time rendering Anti-Aliasing has been for many years depending on a set of strict rules imposed by graphics hardware. When rendering technology deviates from the golden standard, for which hardware was originally designed, issues arise, which require effort and workarounds, introducing complexity, increased memory footprint and performance penalties. For CryENGINE 3 and in this lecture, we explore different alternatives allowing sub-pixel accuracy and which are orthogonal to a multiplatform environment, from performance, video memory and implementation perspective.
  • London (UK)

    CryENGINE 3 Rendering Techniques

    Tiago Sousa – August 01, 2011

    CryENGINE 3 Rendering Techniques
    For Crysis 2, the R&D team at Crytek created the third iteration of CryENGINE. This lecture covers various topics related to Crytek’s latest engine iteration. Tiago Sousa provides an overview of the rendering pipeline, and the successful transition to a multiplatform friendly deferred lighting approach; how gamma-correct HDR rendering and its multiplatform details have been handled, with a focus on performance and quality. Other topics include deferred lighting techniques such as efficiently handling skin-rendering, and overcoming alpha-blending problems for hair/fur rendering for current-generation hardware; water-rendering and dynamic interaction; batched HDR post-processing; and how AA was handled. The lecture also includes multiplatform comparisons on final image quality, optimization strategies, and performance analysis insights. It also unveils the DX11 implementation of certain features.
  • Los Angeles, CA

    CryENGINE 3: reaching the speed of light

    Anton Kaplanyan – September 17, 2010

    CryENGINE 3:  reaching the speed of light
    We present the expertise of making the generalized and balanced real-time rendering pipeline. The techniques in this course notes are carefully filtered to provide the most reusable concepts for real-time graphics. The problem of efficient and compact data representation is discussed for the majority of stages of the rendering pipeline in CryENGINE 3. The layered decomposition of the physically-based lighting model is discussed in details as well as the tools provided for complete artistic control over the image. The lighting consistency discussion of this chapter can be used as a checklist for design of an advanced real-time lighting pipeline.
  • Los Angeles, CA

    Real-time Diffuse Global Illumination in CryENGINE 3

    Anton Kaplanyan – September 17, 2010

    Real-time Diffuse Global Illuminationin CryENGINE 3
    Since game environments are getting more dynamic these days, they are no longer as amenable to pre-computed lighting solutions. This is why developers are intensively searching for new algorithms fast enough to computed GI in real-time, in the course of the game play. One such technique is point-based global illumination. A different technique, dubbed Light Propagation Volumes, was developed by Anton Kaplanyan at Crytek. Anton presents the principle of their technique as well as his experience with integrating the technique into the rendering engine and the art production pipeline.
  • Cologne, Germany

    AAA Stereo-3D in CryENGINE 3

    Jens Schöbel; Francesco Carucci; Nicolas Schulz – August 24, 2010

    AAA Stereo-3D in CryENGINE 3
    To provide designers with tools to produce the highest Stereo-3D quality that can be achieved: Crytek (or “CryEngine in 3D”) is following up the hype created by recent big Stereo-3D movies to produce an experience that is both enjoyable and engaging, with minimal cost in performance. We’ll reveal for the first time our new Stereo-3D rendering technique and how we found a zero-compromise, real-time Stereo-3D solution for CryENGINE®3. We’ll also show the tools that make workflow smooth and intuitive and can be used not only to create Stereo-3D videogames, but also movies in the same integrated real-time environment.
  • Shanghai, China

    The Future of Game Engines - Towards Real-time Photo-realistic Rendering and Natural Character Animation

    Xiaomao Wu – August 24, 2010

    The Future of Game Engines - Towards Real-time Photo-realistic Rendering and Natural Character Animation
    This talk was presented by Dr. Xiaomao Wu at the Future Tech Summit at China GDC 2010. It introduces and analyzes the technologies of the current game engines and the emerging engine technologies, with a focus on real- time photo-realistic rendering and realistic character animation.
  • HPG 2010

    Future graphics in games

    Cevat Yerli and Anton Kaplanyan – June 25, 2010

    Future graphics in games

    This keynote was presented at the High Performance Graphics Conference 2010. We want to share our vision and future trends in real-time computer graphics in games. This keynote raises some classic problems as bandwidth, deferred lighting and h/w issues along with the new trends, as server-side rendering and perception-driven graphics. Besides that, the history of Crytek games and chronology of engines is briefly described as well as new trends in games content and style.