• – November 30, 1999

  • – November 30, 1999

  • Vancouver, CAN

    Spherical Skinning with Dual-Quaternions and QTangents

    Ivo Zoltan Frey – August 30, 2011

    Spherical Skinning with Dual-Quaternions and QTangents
    Building upon previous work on dual quaternion skinning, and with the introduction of a new way to represent tangent frames (QTangent), this talk presents improvements to quality, performance, and memory footprint of skinned geometry achieved during development of the Crysis franchise.
  • Vancouver, CAN

    Secrets of CryENGINE 3 Graphics Technology

    Tiago Sousa, Nick Kasyan, Nicolas Schulz – August 29, 2011

    Secrets of CryENGINE 3 Graphics Technology
    This lecture covers various graphics topics related to Crytek’s latest engine iteration. Tiago Sousa, Nick Kasyan and Nicolas Schulz provide an overview of the rendering pipeline and an in-depth description of the many graphics techniques that were developed, including shadow rendering, real time local reflections, deferred lighting techniques such as for efficiently handling skin rendering, batched HDR post-processing and how efficient stereo 3d rendering was achieved.
  • 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.
  • – November 30, 1999

  • 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.