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  • The Rendering Technologies of Crysis 3
  • Cascaded Light Propagation Volumes for Real Time Indirect Illumination
  • Real-time Diffuse Global Illumination in CryENGINE 3
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  • The Art and Technology behind Crysis 3
  • How CryENGINE 3 and AMD GCN Architecture Gave Birth to a Red Gem: "Project Phoenix"
  • The Rendering Technologies of Crysis 3
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  • I3D 2010

    Crytek.com: Cascaded Light Propagation Volumes for Real Time Indirect Illumination

    Cascaded Light Propagation Volumes for Real Time Indirect Illumination

    Kaplanyan, A. & Dachsbacher, C. – February 21, 2010Share

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    Cascaded Light Propagation Volumes for Real Time Indirect Illumination

    This I3D 2010 paper is a result of collaborative research with Carsten Dachsbacher. The LPV technique was extended to support secondary occlusion and multiple bounces. The propagation scheme is improved and compared to similar Discrete Ordinate Methods. Also this paper describes many additional application and implementation details.

    3 Downloads
    2010-I3D_CLPV.ppt
    12.34 MB
    2010-I3D_CLPV.zip
    73.93 MB
    20100301_lpv.pdf
    10.71 MB
  • Go Parallel - Multicore Programming & Game Development

    Crytek.com: The Importance of Multi-Core for Game Development at Crytek

    The Importance of Multi-Core for Game Development at Crytek

    Mittring, M. – October 05, 2009Share

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    The Importance of Multi-Core for Game Development at Crytek

    Intel organized the "Go parallel" day at the TUM (Technical University Munich). The purpose of this presentation was to motivate the attendees for multi core development. It showcases multiple future applications where single threaded algorithms do not deliver enough performance.

    2 Downloads
    MunichIntel_eng.ppt
    7.44 MB
    MunichIntel_de.ppt
    7.46 MB
  • IGDA Frankfurt 2009

    Crytek.com: Audio Development - Ship What Got Designed

    Audio Development - Ship What Got Designed

    Tomas Neumann (Audio Technical Lead) – September 30, 2009Share

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    Audio Development - Ship What Got Designed

    This presentation about audio development explains how Sound Designers can guarantee by using modern tools, streamlined production pipelines, and middleware, to control the last step in the full implementation process. Only then the audio can end up in the final game, which got initially designed.

    6 Downloads
    T_Neumann_Audio_Implementation.pps
    3.12 MB
    2008_GDC_SF_vehicle_event_gameplay.zip
    36.82 MB
    2009_IGDA_Frankfurt_ambience_gameplay.zip
    60.62 MB
    2009_IGDA_Frankfurt_CryENGINE-3-Real-Time-Multiplatform-Editing.zip
    43.30 MB
    2009_IGDA_Frankfurt_physics_rock_event_gameplay.zip
    12.73 MB
    2009_IGDA_Frankfurt_soundmoods_gameplay.zip
    16.65 MB
  • GDC Europe 2009

    Crytek.com: AAA Automated Testing for AAA Games

    AAA Automated Testing for AAA Games

    Carucci, F. – August 16, 2009Share

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    AAA Automated Testing for AAA Games

    Software construction is an exercise in managing complexity, more so with the spiralling complexity required by modern games. Automated Testing is an industry proven methodology to deliver more reliable complex software, with a fighting chance to do it on time and on budget. And having fun doing so. Crytek is spearheading this idea in the game industry with its flagship title, and now sharing the experience with you: best practices, potential pitfalls, To-Do’s and No-No’s will be shown with real examples of unit testing game code using its proprietary testing framework and tools. Functional Testing and acceptance testing will also be touched on as a viable way of describing and checking game design requirements. And take automated testing to the next level.

    1 Downloads
    AAA_Automated_testing.ppt
    2.14 MB
  • Siggraph 2009

    Crytek.com: Light Propagation Volumes in CryEngine 3

    Light Propagation Volumes in CryEngine 3

    Kaplanyan, A. – August 03, 2009Share

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    Light Propagation Volumes in CryEngine 3

    This is a SIGGRAPH 2009 talk from "Advanced Real-time Rendering Course" about new ligting technique in CryEngine 3. The new technique called "Light Propagation Volumes" is used for Global Illumination and Massive Lighting, which significantly improves the lighting quality. The concept and its implementation are explained in the paper. Slides from the talk with talk notes as well as the video are provided.

    4 Downloads
    Light_propagation_volumes.ppt
    12.29 MB
    Light_Propagation_Volumes.pdf
    4.75 MB
    Global_Illumination.zip
    41.72 MB
    Massive_Lighting.zip
    96.72 MB
  • Triangle Game Conference 2009

    Crytek.com: A bit more deferred – CryEngine3

    A bit more deferred – CryEngine3

    Mittring, M. – April 23, 2009Share

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    A bit more deferred – CryEngine3

    In CryEngine 3 the renderer is now even more powerful because we added deferred lighting as new engine features. We deliberately decided not to go for a classic deferred shading approach. This has implications on content generation, performance characteristics and implementation. In this presentation we are sharing our experience.

    1 Downloads
    A_bit_more_deferred_-_CryEngine3.ppt
    11.99 MB
  • GDC 2009 San Francisco

    Crytek.com: Safe & Sound - Risk Free Audio Development Safe & Sound - Risk Free Audio Development

    Safe & Sound - Risk Free Audio Development Safe & Sound - Risk Free Audio Development

    Tomas Neumann (Senior Audio Programmer) – March 23, 2009Share

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    Safe & Sound - Risk Free Audio Development Safe & Sound - Risk Free Audio Development

    At the Audio Boot Camp of GDC2009 Tomas was asked to join a session with Jason Page (Audio Manager R&D SONY) about technical audio development. In the presentation Tomas explains 10 rules he derived from his daily work, which can lead to a safe and risk free production in the field of Audio.

    1 Downloads
    T_Neumann_Safe_and_Sound.pps
    6.31 MB
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