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abstract

Labs R&D: rendering techniques in rise of the Tomb Raider

Published:31 July 2015Publication History

ABSTRACT

In this course/talk we aim to give a cohesive overview of the advanced rendering techniques developed for the upcoming 2015 blockbuster, Rise of the Tomb Raider. We will present a collection of diverse features, the challenges they presented, where current approaches succeed and fail, followed by our own solutions and implementation details.

References

  1. Barré-Brisebois, C. 2014. Deformable Snow Rendering in Batman™: Arkham Origins. GDC 2014.Google ScholarGoogle Scholar
  2. Vos, N. 2014. Volumetric Light Effects in Killzone: Shadow Fall. In GPU Pro 5, CRC Press, 2014, pp. 127--147.Google ScholarGoogle ScholarCross RefCross Ref
  3. McGuire, M., Mara, M., and Luebcke, D. 2012. Scalable Ambient Obscurance. High-Performance Graphics 2012. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  1. Labs R&D: rendering techniques in rise of the Tomb Raider

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      • Published in

        cover image ACM Conferences
        SIGGRAPH '15: ACM SIGGRAPH 2015 Talks
        July 2015
        82 pages
        ISBN:9781450336369
        DOI:10.1145/2775280

        Copyright © 2015 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 31 July 2015

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