“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.
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