The 38th International Conference And Exhibition on Computer Graphics and Interactive Techniques

Talks

Hiding Complexity

Thursday, 11 August 9:00 am - 10:30 am | West Building, Rooms 211-214
Theodore Kim, University of Saskatchewan

Occlusion Culling in Alan Wake

This talk discusses implementation of the occlusion culling system used in Alan Wake and presents details on how the system efficiently supports shadow-caster culling for dynamic light sources in large environments.

Ari Silvennoinen
Umbra Software Ltd

Teppo Soininen
Umbra Software Ltd

Markus Mäki
Remedy Entertainment, Ltd.

Olli Tervo
Remedy Entertainment, Ltd.

Increasing Scene Complexity: Distributed Vectorized View Culling

A new solution and approach to culling complex game scenes on parallel architectures at high performance.

Andrew Routledge
Electronic Arts: Blackbox

Practical Occlusion Culling in Killzone 3

KIllzone 3 features complex occluded environments. To cull non-visible geometry early in the frame, the game uses PlayStation 3 SPUs to rasterize a conservative depth buffer and perform fast synchronous occlusion queries against it. This talk presents an overview of the approach and key lessons learned during its development.

Michal Valient
Guerrilla Games

High-Quality Previewing of Shading and Lighting for Killzone 3

This novel content creation framework, consisting of Guerrilla's own game-rendering engine embedded inside Autodesk Maya, achieves high-fidelity previews of assets while preserving flexibility, so work can continue during the preview.

Francesco Giordana
Guerrilla Games