• 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.

  • GDC Europe 2009

    AAA Automated Testing for AAA Games

    Carucci, F. – August 16, 2009

    AAA Automated Testing for AAA Games

    Software construction is an exercise in managing complexity, more so with the spiralling complexity required by modern games. Automated Testing is an industry proven methodology to deliver more reliable complex software, with a fighting chance to do it on time and on budget. And having fun doing so. Crytek is spearheading this idea in the game industry with its flagship title, and now sharing the experience with you: best practices, potential pitfalls, To-Do’s and No-No’s will be shown with real examples of unit testing game code using its proprietary testing framework and tools. Functional Testing and acceptance testing will also be touched on as a viable way of describing and checking game design requirements. And take automated testing to the next level.

  • Siggraph 2009

    Light Propagation Volumes in CryEngine 3

    Kaplanyan, A. – August 03, 2009

    Light Propagation Volumes in CryEngine 3

    This is a SIGGRAPH 2009 talk from "Advanced Real-time Rendering Course" about new ligting technique in CryEngine 3. The new technique called "Light Propagation Volumes" is used for Global Illumination and Massive Lighting, which significantly improves the lighting quality. The concept and its implementation are explained in the paper. Slides from the talk with talk notes as well as the video are provided.

  • Triangle Game Conference 2009

    A bit more deferred – CryEngine3

    Mittring, M. – April 23, 2009

    A bit more deferred – CryEngine3

    In CryEngine 3 the renderer is now even more powerful because we added deferred lighting as new engine features. We deliberately decided not to go for a classic deferred shading approach. This has implications on content generation, performance characteristics and implementation. In this presentation we are sharing our experience.