“Deferred shading techniques using frostbite in Battlefield 3 and Need for Speed the Run” by Ferrier and Coffin – ACM SIGGRAPH HISTORY ARCHIVES

“Deferred shading techniques using frostbite in Battlefield 3 and Need for Speed the Run” by Ferrier and Coffin

  • ©

Conference:


Type(s):


Title:

    Deferred shading techniques using frostbite in Battlefield 3 and Need for Speed the Run

Session/Category Title:   1000 points of light


Presenter(s)/Author(s):



Abstract:


    Deferred shading algorithms offer games the ability to render many light sources in real-time, however traditional approaches to implementing deferred shading on the GPU are fill-rate intensive and constrain light complexity to maintain real time performance.


ACM Digital Library Publication:



Overview Page:



Submit a story:

If you would like to submit a story about this presentation, please contact us: historyarchives@siggraph.org