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  • The Rendering Technologies of Crysis 3
  • Cascaded Light Propagation Volumes for Real Time Indirect Illumination
  • Real-time Diffuse Global Illumination in CryENGINE 3
  • CryENGINE 3: reaching the speed of light
  • Future graphics in games

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  • The Art and Technology behind Crysis 3
  • How CryENGINE 3 and AMD GCN Architecture Gave Birth to a Red Gem: "Project Phoenix"
  • The Rendering Technologies of Crysis 3
  • SIGGRAPH 2012
  • Lighting in Crysis 2
  • Spherical Skinning with Dual-Quaternions and QTangents
  • Secrets of CryENGINE 3 Graphics Technology

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  • Visionday in Coppenhagen 2008

    Crytek.com: The rendering technologies of the CryENGINE® 2

    The rendering technologies of the CryENGINE® 2

    Mittring, M. – May 30, 2008Share

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    The rendering technologies of the CryENGINE® 2

    The presentation is describing all major graphic techniques that are available in the CryEngine2. Here we describe the properties and why they are in the engine in that form. All techniques work well together and provide a good solution for current and near future generation of graphics hardware.

    1 Downloads
    TheRenderingTechnologiesOfTheCryENGINE2.ppt
    18.54 MB
  • GDC 2008

    Crytek.com: Level Design Challenges in Crysis: The Long Journey to Open Worlds

    Level Design Challenges in Crysis: The Long Journey to Open Worlds

    Hübler, S. – February 18, 2008Share

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    Level Design Challenges in Crysis: The Long Journey to Open Worlds

    The presentation delivers an insight into the challenges of creating levels in a variety of unique open environments

    1 Downloads
    SHuebler_GDCParis2008.pdf
    9.68 MB
  • GDC 2008

    Crytek.com: The Crysis Of Audio

    The Crysis Of Audio

    Tomas Neumann (Senior Audio Programmer), Christian Schilling (Senior Sound Designer), Inon Zur (Composer) – February 18, 2008Share

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    The Crysis Of Audio

    Shortly after the release of the critically acclaimed CRYSIS Christian, Tomas, and Inon presented their deep insight to sound design, technical features, and dynamic music at a full hour session during GDC San Francisco.

    8 Downloads
    The_Crysis_of_Audio.pps
    45.55 MB
    2008_GDC_SF_ambience_gameplay.zip
    60.62 MB
    2008_GDC_SF_cutscene_dynamic.zip
    16.73 MB
    2008_GDC_SF_cutscene_interactive.zip
    37.23 MB
    2008_GDC_SF_music_gameplay.zip
    37.10 MB
    2008_GDC_SF_physics_rock_event_gameplay.zip
    12.73 MB
    2008_GDC_SF_soundmoods_gameplay.zip
    16.65 MB
    2008_GDC_SF_vehicle_event_gameplay.zip
    36.82 MB
  • GDC 2008

    Crytek.com: Crysis Next Gen Effects

    Crysis Next Gen Effects

    Sousa, T – February 18, 2008Share

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    Crysis Next Gen Effects
    5 Downloads
    GDC08_SousaT_CrysisEffects.ppt
    24.76 MB
    SousaT_GDC_frozen_720.zip
    85.21 MB
    SousaT_GDC_frozen_old_480_xvid.zip
    23.69 MB
    SousaT_GDC_postFX_720_xvid.zip
    103.94 MB
    SousaT_GDC_water_720_xvid.zip
    176.21 MB
  • GDC 2008

    Crytek.com: Transition to Scrum Midway through a AAA Development Cycle: Lessons Learned

    Transition to Scrum Midway through a AAA Development Cycle: Lessons Learned

    Soendergaard, A. – February 18, 2008Share

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    Transition to Scrum Midway through a AAA Development Cycle: Lessons Learned
    1 Downloads
    ASoendergaardGDC08.ppt
    8.88 MB
  • SIGGRAPH 2008

    Crytek.com: Advanced Virtual Texture Topics

    Advanced Virtual Texture Topics

    Mittring, M. – February 18, 2008Share

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    Advanced Virtual Texture Topics

    A virtual texture is a mip-mapped texture used as cache to allow a much higher resolution texture to be emulated for real-time rendering, while only partly residing in texture memory. In this Siggraph 2008 presentation we will be discussing technical implications on engine design due to virtual textures use, content creation issues, results, performance and image quality.

    1 Downloads
    AdvVirtualTexTopics.ppt
    14.09 MB
  • Siggraph 2007

    Crytek.com: Porting Game Engines to Direct3D 10: Crysis / CryEngine™ 2

    Porting Game Engines to Direct3D 10: Crysis / CryEngine™ 2

    Wenzel, C. – August 06, 2007Share

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    Porting Game Engines to Direct3D 10: Crysis / CryEngine™ 2

    Synopsis: This presentation is one of the case studies shown during the "Porting Game Engines to Direct3D 10" course. In the context of CryEngine2 it illustrates initial porting steps, faced integration issues and optimizations done to get from an existing DX9 to a DX10 renderer.

    1 Downloads
    SIGGRAPH2007_CrysisDX10.ppt
    6.08 MB
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