Crytek.com: The Art and Technology behind Crysis 3
The Art and Technology behind Crysis 3
Pierre-Yves Donzallaz, Tiago Sousa – May 08, 2013Share
This session covers the visually acclaimed Crysis 3 videogame, powered by the CryENGINE 3, both from a technology and art perspective. Readers will learn about the key techniques from this project such as the rendering pipeline, lighting and materials, high dynamic range usage, anti-aliasing and post processing.
San Francisco, CA
Crytek.com: How CryENGINE 3 and AMD GCN Architecture Gave Birth to a Red Gem: "Project Phoenix"
How CryENGINE 3 and AMD GCN Architecture Gave Birth to a Red Gem: "Project Phoenix"
Bill Bilodeau, Kedhrin Gonzalez, Sean Tracy, Dongsoo Han – April 10, 2013Share
The presentation reveals intricate technical and authoring details about AMD's "Project Phoenix" developed in collaboration with Illfonic and Crytek. This project is a showcase of real-time next-generation graphics running on AMD Graphics Core Next architecture.
San Francisco, CA
Crytek.com: The Rendering Technologies of Crysis 3
The Rendering Technologies of Crysis 3
Tiago Sousa, Carsten Wenzel, Chris Raine – April 04, 2013Share
This talk covers changes in CryENGINE 3 technology this past year, with DX11 related topics such as moving to deferred rendering while maintaining backward compatibility on a multiplatform engine, massive vegetation rendering, MSAA support and how to deal with its common visual artifacts, among other topics.
Los Angeles, CA
Crytek.com: SIGGRAPH 2012
Sascha Herfort – August 10, 2012Share
Download three presentations, originally delivered at SIGGRAPH 2012 by Crytek’s Sascha Herfort. MAXScript for Artists introduces 3D-Artists to the basics of MAXScripting through a variety of examples; VFX for Games - Destruction Setpieces is a step-by-step guide on creating a destruction set-piece for real-time use in a videogame, and VFX for Games - Particle Effects leads users through the process of creating next-gen game particle effects from beginning to end.
Crytek.com: Lighting in Crysis 2
Lighting in Crysis 2
Pierre-Yves Donzallaz, Tiago Sousa – September 21, 2011Share
This session will go through all the different lighting features developed in the CryENGINE 3 in order to provide one of the best visual experiences ever produced on this generation of hardware, both from a technical and an artistic point of view, from deferred lighting to screen space ambient occlusion, as well as color grading. The attendees will also learn about the technical and production challenges encountered during the development of the graphically acclaimed “Crysis 2”.
Crytek.com: Spherical Skinning with Dual-Quaternions and QTangents
Spherical Skinning with Dual-Quaternions and QTangents
Ivo Zoltan Frey – August 30, 2011Share
Building upon previous work on dual quaternion skinning, and with the introduction of a new way to represent tangent frames (QTangent), this talk presents improvements to quality, performance, and memory footprint of skinned geometry achieved during development of the Crysis franchise.
Crytek.com: Secrets of CryENGINE 3 Graphics Technology
Secrets of CryENGINE 3 Graphics Technology
Tiago Sousa, Nick Kasyan, Nicolas Schulz – August 29, 2011Share
This lecture covers various graphics topics related to Crytek’s latest engine iteration. Tiago Sousa, Nick Kasyan and Nicolas Schulz provide an overview of the rendering pipeline and an in-depth description of the many graphics techniques that were developed, including shadow rendering, real time local reflections, deferred lighting techniques such as for efficiently handling skin rendering, batched HDR post-processing and how efficient stereo 3d rendering was achieved.