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Visionday in Coppenhagen 2008

Mittring, M.: The rendering technologies of the CryENGINE® 2

- Slides - Download PPT [18.5 MB]

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.

GDC 2008

Hübler, S. : 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

 - Slides - Download PDF [9.7 MB]

Sousa, T. : Crysis Next Gen Effects (copy 1)

 - Slides - Download PPT [24.8 MB]

 - Movie: Water / Underwater Rendering

Download AVI [176.2 MB]

 - Movie: Frozen Surfaces

Download WMV [85.2 MB]

 - Movie: Frozen Surfaces 2nd iteration

Download AVI [23.7 MB]

 - Movie: Post Effects

Download AVI [103.9 MB]

Soendergaard, A.: Transition to Scrum Midway through a AAA Development Cycle: Lessons Learned

 - Slides: Download PPT [8.9 MB]

GDC 2007

Wenzel, C.: Real-time Atmospheric Effects in Games Revisited

- Slides: Download PPT [4.0 MB]

Synopsis: As a follow up to "Real-time Atmospheric Effects in Games" from SIGGRAPG 2006 this presentation expands the catalogue of atmospheric effects implemented in CryEngine2 (Distance Clouds & Underwater Light Transport for Ocean Shading). Additionally, it provides solutions to issues typically encountered with deferred rendering approaches.

Siggraph 2007

Mittring, M.: Finding Next Gen CryENGINE™ 2

- Slides: Download PPT [12.4 MB]


In this chapter we do not present one specific algorithm; instead we try to describe the approaches we took to find certain rendering algorithms that work well together.

Wenzel, C.: Porting Game Engines to Direct3D 10: Crysis / CryEngine™ 2

- Slides: Download PPT [6.1 MB]

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.

Siggraph 2006

Wenzel, C.: Real-time Atmospheric Effects in Games

- Slides: Download PPT [2.9 MB]

Synopsis: This presentation illustrates the concept of scene depth based rendering used in CryEngine2. Among other things it allows real-time rendering of atmospheric effects such as Sky Light, Volumetric Fog, Soft Particles, Clouds, Lightning and Rivers.  

GDC 2005

Wenzel, C.: Far Cry and DX9

- Slides: Download PPT [6.9 MB]

Synopsis: The original CryEngine already utilized a lot of the newly introduced features in DX9 to improve rendering performance and visual fidelity. This presentation sheds some light on what’s been used, how it’s been integrated and the gotchas found along the way. Specifically, it’ll cover SM 2.x/3.0, Shader Precaching, Geometry Instancing and HDR Rendering.

 
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