• Los Angeles, CA

    Real-time Diffuse Global Illumination in CryENGINE 3

    Anton Kaplanyan – September 17, 2010

    Real-time Diffuse Global Illuminationin CryENGINE 3
    Since game environments are getting more dynamic these days, they are no longer as amenable to pre-computed lighting solutions. This is why developers are intensively searching for new algorithms fast enough to computed GI in real-time, in the course of the game play. One such technique is point-based global illumination. A different technique, dubbed Light Propagation Volumes, was developed by Anton Kaplanyan at Crytek. Anton presents the principle of their technique as well as his experience with integrating the technique into the rendering engine and the art production pipeline.
  • Cologne, Germany

    AAA Stereo-3D in CryENGINE 3

    Jens Schöbel; Francesco Carucci; Nicolas Schulz – August 24, 2010

    AAA Stereo-3D in CryENGINE 3
    To provide designers with tools to produce the highest Stereo-3D quality that can be achieved: Crytek (or “CryEngine in 3D”) is following up the hype created by recent big Stereo-3D movies to produce an experience that is both enjoyable and engaging, with minimal cost in performance. We’ll reveal for the first time our new Stereo-3D rendering technique and how we found a zero-compromise, real-time Stereo-3D solution for CryENGINE®3. We’ll also show the tools that make workflow smooth and intuitive and can be used not only to create Stereo-3D videogames, but also movies in the same integrated real-time environment.
  • Shanghai, China

    The Future of Game Engines - Towards Real-time Photo-realistic Rendering and Natural Character Animation

    Xiaomao Wu – August 24, 2010

    The Future of Game Engines - Towards Real-time Photo-realistic Rendering and Natural Character Animation
    This talk was presented by Dr. Xiaomao Wu at the Future Tech Summit at China GDC 2010. It introduces and analyzes the technologies of the current game engines and the emerging engine technologies, with a focus on real- time photo-realistic rendering and realistic character animation.
  • HPG 2010

    Future graphics in games

    Cevat Yerli and Anton Kaplanyan – June 25, 2010

    Future graphics in games

    This keynote was presented at the High Performance Graphics Conference 2010. We want to share our vision and future trends in real-time computer graphics in games. This keynote raises some classic problems as bandwidth, deferred lighting and h/w issues along with the new trends, as server-side rendering and perception-driven graphics. Besides that, the history of Crytek games and chronology of engines is briefly described as well as new trends in games content and style.

  • I3D 2010

    Cascaded Light Propagation Volumes for Real Time Indirect Illumination

    Kaplanyan, A. & Dachsbacher, C. – February 21, 2010

    Cascaded Light Propagation Volumes for Real Time Indirect Illumination

    This I3D 2010 paper is a result of collaborative research with Carsten Dachsbacher. The LPV technique was extended to support secondary occlusion and multiple bounces. The propagation scheme is improved and compared to similar Discrete Ordinate Methods. Also this paper describes many additional application and implementation details.

  • Go Parallel - Multicore Programming & Game Development

    The Importance of Multi-Core for Game Development at Crytek

    Mittring, M. – October 05, 2009

    The Importance of Multi-Core for Game Development at Crytek

    Intel organized the "Go parallel" day at the TUM (Technical University Munich). The purpose of this presentation was to motivate the attendees for multi core development. It showcases multiple future applications where single threaded algorithms do not deliver enough performance.

  • IGDA Frankfurt 2009

    Audio Development - Ship What Got Designed

    Tomas Neumann (Audio Technical Lead) – September 30, 2009

    Audio Development - Ship What Got Designed

    This presentation about audio development explains how Sound Designers can guarantee by using modern tools, streamlined production pipelines, and middleware, to control the last step in the full implementation process. Only then the audio can end up in the final game, which got initially designed.