ºÝºÝߣshows by User: EidosMontreal / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: EidosMontreal / Mon, 04 Feb 2019 19:44:01 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: EidosMontreal Rendering Techniques in Deus Ex: Mankind Divided /slideshow/rendering-techniques-in-deus-ex-mankind-divided/130514107 labs-siggraph15-dxmd-novideo-190204194401
This talk provides a cohesive overview of the advanced rendering techniques developed for Deus EX: Mankind Divided. It covers a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.]]>

This talk provides a cohesive overview of the advanced rendering techniques developed for Deus EX: Mankind Divided. It covers a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.]]>
Mon, 04 Feb 2019 19:44:01 GMT /slideshow/rendering-techniques-in-deus-ex-mankind-divided/130514107 EidosMontreal@slideshare.net(EidosMontreal) Rendering Techniques in Deus Ex: Mankind Divided EidosMontreal This talk provides a cohesive overview of the advanced rendering techniques developed for Deus EX: Mankind Divided. It covers a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/labs-siggraph15-dxmd-novideo-190204194401-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This talk provides a cohesive overview of the advanced rendering techniques developed for Deus EX: Mankind Divided. It covers a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.
Rendering Techniques in Deus Ex: Mankind Divided from ·¡¾±»å´Ç²õ-²Ñ´Ç²Ô³Ù°ù辿a±ô
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Rendering Techniques in Rise of the Tomb Raider /EidosMontreal/labs-siggraph15trxno-videos labs-siggraph15-trx-novideos-190204160135
This cohesive overview of the advanced rendering techniques developed for Rise of the Tomb Raider presents a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.]]>

This cohesive overview of the advanced rendering techniques developed for Rise of the Tomb Raider presents a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.]]>
Mon, 04 Feb 2019 16:01:35 GMT /EidosMontreal/labs-siggraph15trxno-videos EidosMontreal@slideshare.net(EidosMontreal) Rendering Techniques in Rise of the Tomb Raider EidosMontreal This cohesive overview of the advanced rendering techniques developed for Rise of the Tomb Raider presents a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/labs-siggraph15-trx-novideos-190204160135-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This cohesive overview of the advanced rendering techniques developed for Rise of the Tomb Raider presents a collection of diverse features, the challenges they presented, where current approaches succeed and fail, and solutions and implementation details.
Rendering Techniques in Rise of the Tomb Raider from ·¡¾±»å´Ç²õ-²Ñ´Ç²Ô³Ù°ù辿a±ô
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Real-time Fluid Simulation in Shadow of the Tomb Raider /slideshow/realtime-fluid-simulation-in-shadow-of-the-tomb-raider-124937686/124937686 4cpraguepetersikachevfluidsimtalkslidesharefix-181204162637
This talk presents real-time fluid simulation used in Shadow of the Tomb Raider. We utilize a physically-based Navier-Stokes solver to simulate character interaction with different substances floating on the water surface, such as oil or algae. The proposed technique is well scalable to arbitrary-sized water volumes, while running within 0.5 ms on current-gen consoles. We use compute shaders to run all computationally intensive calculations on a graphics card, and leverage the so called asynchronous compute for better GPU utilization. The proposed technique will be showcased in the real game levels, along with the examples in test environment. In-depth implementation details are given, along with the optimization guidelines]]>

This talk presents real-time fluid simulation used in Shadow of the Tomb Raider. We utilize a physically-based Navier-Stokes solver to simulate character interaction with different substances floating on the water surface, such as oil or algae. The proposed technique is well scalable to arbitrary-sized water volumes, while running within 0.5 ms on current-gen consoles. We use compute shaders to run all computationally intensive calculations on a graphics card, and leverage the so called asynchronous compute for better GPU utilization. The proposed technique will be showcased in the real game levels, along with the examples in test environment. In-depth implementation details are given, along with the optimization guidelines]]>
Tue, 04 Dec 2018 16:26:37 GMT /slideshow/realtime-fluid-simulation-in-shadow-of-the-tomb-raider-124937686/124937686 EidosMontreal@slideshare.net(EidosMontreal) Real-time Fluid Simulation in Shadow of the Tomb Raider EidosMontreal This talk presents real-time fluid simulation used in Shadow of the Tomb Raider. We utilize a physically-based Navier-Stokes solver to simulate character interaction with different substances floating on the water surface, such as oil or algae. The proposed technique is well scalable to arbitrary-sized water volumes, while running within 0.5 ms on current-gen consoles. We use compute shaders to run all computationally intensive calculations on a graphics card, and leverage the so called asynchronous compute for better GPU utilization. The proposed technique will be showcased in the real game levels, along with the examples in test environment. In-depth implementation details are given, along with the optimization guidelines <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/4cpraguepetersikachevfluidsimtalkslidesharefix-181204162637-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This talk presents real-time fluid simulation used in Shadow of the Tomb Raider. We utilize a physically-based Navier-Stokes solver to simulate character interaction with different substances floating on the water surface, such as oil or algae. The proposed technique is well scalable to arbitrary-sized water volumes, while running within 0.5 ms on current-gen consoles. We use compute shaders to run all computationally intensive calculations on a graphics card, and leverage the so called asynchronous compute for better GPU utilization. The proposed technique will be showcased in the real game levels, along with the examples in test environment. In-depth implementation details are given, along with the optimization guidelines
Real-time Fluid Simulation in Shadow of the Tomb Raider from ·¡¾±»å´Ç²õ-²Ñ´Ç²Ô³Ù°ù辿a±ô
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https://cdn.slidesharecdn.com/profile-photo-EidosMontreal-48x48.jpg?cb=1549380528 Eidos-Montréal, a Square Enix studio, is focused on creating immersive and captivating experiences. For the last decade, the development teams at Eidos-Montréal have orchestrated the successful reboot of the DEUS EX series (Deus Ex: Human Revolution, Deus Ex: Mankind Divided), released the latest entry in the THIEF franchise, and have also played a key role in the development of the award-winning TOMB RAIDER series. To ensure its creative vision can be realized in-game, the studio has developed its own cutting-edge technology, the Dawn Engine. eidosmontreal.com https://cdn.slidesharecdn.com/ss_thumbnails/labs-siggraph15-dxmd-novideo-190204194401-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/rendering-techniques-in-deus-ex-mankind-divided/130514107 Rendering Techniques i... https://cdn.slidesharecdn.com/ss_thumbnails/labs-siggraph15-trx-novideos-190204160135-thumbnail.jpg?width=320&height=320&fit=bounds EidosMontreal/labs-siggraph15trxno-videos Rendering Techniques i... https://cdn.slidesharecdn.com/ss_thumbnails/4cpraguepetersikachevfluidsimtalkslidesharefix-181204162637-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/realtime-fluid-simulation-in-shadow-of-the-tomb-raider-124937686/124937686 Real-time Fluid Simula...