Deferred shading is an increasingly popular technique used in video game rendering. Geometry components such as depth, normal, material colour, etcetera are rendered into a geometry buffer (commonly ...
Developed for Battlefield 3 and future DICE EA Games. Massive focus on creating simple to use and powerful workflows. Major Pushes in animation, destruction, streaming, rendering, lighting, and ...
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old ...
The next gen compute engine (Vega NCU) offers 512 operations on 8-bits per clock and from there onwards halved with 256 16-bit ops per clock (for game rendering) and 128 32-bit ops per clock. The ...
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