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

  • ©Alex Ferrier and Christina Coffin

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

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    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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