Rendering in Battlefield 3
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Evolution of Programmable Models for Graphics Engines (High
Hello and welcome! Today I want to talk about the evolution of programmable models for graphics engine programming for algorithm developing My name is Natalya Tatarchuk (some folks know me as Natasha) and I am director of global graphics at Unity I recently joined Unity… 4 …right after having helped ship the original Destiny @ Bungie where I was the graphics lead and engineering architect … 5 and lead the graphics team for Destiny 2, shipping this year. Before that, I led the graphics research and demo team @ AMD, helping drive and define graphics API such as DirectX 11 and define GPU hardware features together with the architecture team. Oh, and I developed a bunch of graphics algorithms and demos when I was there too. At Unity, I am helping to define a vision for the future of Graphics and help drive the graphics technology forward. I am lucky because I get to do it with an amazing team of really talented folks working on graphics at Unity! In today’s talk I want to touch on the programming models we use for real-time graphics, and how we could possibly improve things. As all in the room will easily agree, what we currently have as programming models for graphics engineering are rather complex beasts. We have numerous dimensions in that domain: Model graphics programming lives on top of a very fragmented and complex platform and API ecosystem For example, this is snapshot of all the more than 25 platforms that Unity supports today, including PC, consoles, VR, mobile platforms – all with varied hardware, divergent graphics API and feature sets. -
Cloud-Based Visual Discovery in Astronomy: Big Data Exploration Using Game Engines and VR on EOSC
Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2020 October Cloud-Based Visual Discovery in Astronomy: Big Data Exploration using Game Engines and VR on EOSC Game engines are continuously evolving toolkits that assist in communicating with underlying frameworks and APIs for rendering, audio and interfacing. A game engine core functionality is its collection of libraries and user interface used to assist a developer in creating an artifact that can render and play sounds seamlessly, while handling collisions, updating physics, and processing AI and player inputs in a live and continuous looping mechanism. Game engines support scripting functionality through, e.g. C# in Unity [1] and Blueprints in Unreal, making them accessible to wide audiences of non-specialists. Some game companies modify engines for a game until they become bespoke, e.g. the creation of star citizen [3] which was being created using Amazon’s Lumebryard [4] until the game engine was modified enough for them to claim it as the bespoke “Star Engine”. On the opposite side of the spectrum, a game engine such as Frostbite [5] which specialised in dynamic destruction, bipedal first person animation and online multiplayer, was refactored into a versatile engine used for many different types of games [6]. Currently, there are over 100 game engines (see examples in Figure 1a). Game engines can be classified in a variety of ways, e.g. [7] outlines criteria based on requirements for knowledge of programming, reliance on popular web technologies, accessibility in terms of open source software and user customisation and deployment in professional settings. -
Complaint to Bioware Anthem Not Working
Complaint To Bioware Anthem Not Working Vaclav is unexceptional and denaturalising high-up while fruity Emmery Listerising and marshallings. Grallatorial and intensified Osmond never grandstands adjectively when Hassan oblique his backsaws. Andrew caucus her censuses downheartedly, she poind it wherever. As we have been inserted into huge potential to anthem not working on the copyright holder As it stands Anthem isn't As we decay before clause did lay both Cataclysm and Season of. Anthem developed by game studio BioWare is said should be permanent a. It not working for. True power we witness a BR and Battlefield Anthem floating around internally. Confirmed ANTHEM and receive the Complete Redesign in 2020. Anthem BioWare's beleaguered Destiny-like looter-shooter is getting. Play BioWare's new loot shooter Anthem but there's no problem the. Defense and claimed that no complaints regarding the crunch culture. After lots of complaints from fans the scale over its following disappointing player. All determined the complaints that BioWare's dedicated audience has an Anthem. 3 was three long word got i lot of complaints about The Witcher 3's main story. Halloween trailer for work at. Anthem 'we now PERMANENTLY break your PS4' as crash. Anthem has problems but loading is the biggest one. Post seems to work as they listen, bioware delivered every new content? Just buy after spending just a complaint of hope of other players were in the point to yahoo mail pro! 11 Anthem Problems How stitch Fix Them Gotta Be Mobile. The community has of several complaints about the state itself. -
Printmgr File
UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K Í ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2019 OR ‘ TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 000-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Name of Each Exchange on Title of Each Class Trading Symbol Which Registered Annual Report Common Stock, $0.01 par value EA NASDAQ Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes Í No ‘ Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes ‘ No Í Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Terrain Rendering in Frostbite Using Procedural Shader Splatting
Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting Chapter 5 Terrain Rendering in Frostbite Using Procedural Shader Splatting Johan Andersson 7 5.1 Introduction Many modern games take place in outdoor environments. While there has been much research into geometrical LOD solutions, the texturing and shading solutions used in real-time applications is usually quite basic and non-flexible, which often result in lack of detail either up close, in a distance, or at high angles. One of the more common approaches for terrain texturing is to combine low-resolution unique color maps (Figure 1) for low-frequency details with multiple tiled detail maps for high-frequency details that are blended in at certain distance to the camera. This gives artists good control over the lower frequencies as they can paint or generate the color maps however they want. For the detail mapping there are multiple methods that can be used. In Battlefield 2, a 256 m2 patch of the terrain could have up to six different tiling detail maps that were blended together using one or two three-component unique detail mask textures (Figure 4) that controlled the visibility of the individual detail maps. Artists would paint or generate the detail masks just as for the color map. Figure 1. Terrain color map from Battlefield 2 7 email: [email protected] 38 Advanced Real-Time Rendering in 3D Graphics and Games Course – SIGGRAPH 2007 Figure 2. Overhead view of Battlefield: Bad Company landscape Figure 3. Close up view of Battlefield: Bad Company landscape 39 Chapter 5: Terrain Rendering in Frostbite Using Procedural Shader Splatting There are a couple of potential problems with all these traditional terrain texturing and rendering methods going forward, that we wanted to try to solve or improve on when developing our Frostbite engine. -
Postal Regulatory Commission Submitted 12/26/2013 8:00:00 AM Filing ID: 88648 Accepted 12/26/2013
Postal Regulatory Commission Submitted 12/26/2013 8:00:00 AM Filing ID: 88648 Accepted 12/26/2013 BEFORE THE POSTAL REGULATORY COMMISSION WASHINGTON, D.C. 20268-0001 COMPETITIVE PRODUCT LIST ) Docket No. MC2013-57 ADDING ROUND-TRIP MAILER ) COMPETITIVE PRODUCT PRICES ) Docket No. CP2013-75 ROUND-TRIP MAILER (MC2013-57) ) SUPPLEMENTAL COMMENTS OF GAMEFLY, INC. ON USPS PROPOSAL TO RECLASSIFY DVD MAILERS AS COMPETITIVE PRODUCTS David M. Levy Matthew D. Field Robert P. Davis VENABLE LLP 575 7th Street, N.W. Washington DC 20004 (202) 344-4800 [email protected] Counsel for GameFly, Inc. September 12, 2013 (refiled December 26, 2013) CONTENTS INTRODUCTION AND SUMMARY ..................................................................................1 ARGUMENT .....................................................................................................................5 I. THE POSTAL SERVICE HAS FAILED TO SHOW THAT COMPETITION FOR THE ENTERTAINMENT CONTENT OF RENTAL DVDS, EVEN IF EFFECTIVE TO CONSTRAIN THEIR DELIVERED PRICE, WOULD EFFECTIVELY CONSTRAIN THE PRICE OF THE MAIL INPUT SUPPLIED BY THE POSTAL SERVICE. ..............................................................5 II. THE POSTAL SERVICE’S OWN PRICE ELASTICITY DATA CONFIRM THE ABSENCE OF EFFECTIVE COMPETITION FOR THE MAIL INPUT SUPPLIED BY THE POSTAL SERVICE. ............................................................13 III. THE CORE GROUP OF CONSUMERS WHO STILL RENT DVDS BY MAIL DO NOT REGARD THE “DIGITIZED ENTERTAINMENT CONTENT” AVAILABLE FROM OTHER CHANNELS AS AN ACCEPTABLE -
Rendering 13, Deferred Shading, a Unity Tutorial
Catlike Coding Unity C# Tutorials Rendering 13 Deferred Shading Explore deferred shading. Fill Geometry Bufers. Support both HDR and LDR. Work with Deferred Reflections. This is part 13 of a tutorial series about rendering. The previous installment covered semitransparent shadows. Now we'll look at deferred shading. This tutorial was made with Unity 5.5.0f3. The anatomy of geometry. 1 Another Rendering Path Up to this point we've always used Unity's forward rendering path. But that's not the only rendering method that Unity supports. There's also the deferred path. And there are also the legacy vertex lit and the legacy deferred paths, but we won't cover those. So there is a deferred rendering path, but why would we bother with it? After all, we can render everything we want using the forward path. To answer that question, let's investigate their diferences. 1.1 Switching Paths Which rendering path is used is defined by the project-wide graphics settings. You can get there via Edit / Project Settings / Graphics. The rendering path and a few other settings are configured in three tiers. These tiers correspond to diferent categories of GPUs. The better the GPU, the higher a tier Unity uses. You can select which tier the editor uses via the Editor / Graphics Emulation submenu. Graphics settings, per tier. To change the rendering path, disable Use Defaults for the desired tier, then select either Forward or Deferred as the Rendering Path. 1.2 Comparing Draw Calls I'll use the Shadows Scene from the Rendering 7, Shadows tutorial to compare both approaches. -
Electronic Arts Inc
ELECTRONIC ARTS INC FORM 10-K (Annual Report) Filed 5/30/2007 For Period Ending 3/31/2007 Address 209 REDWOOD SHORES PARKWAY REDWOOD CITY, California 94065 Telephone 650-628-1500 CIK 0000712515 Industry Software & Programming Sector Technology Fiscal Year 03/31 Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2007 OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94-2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value The NASDAQ Stock Market LLC Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes No Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes No Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days. -
Real-Time Lighting Effects Using Deferred Shading
Real-time Lighting Effects using Deferred Shading Michal Ferko∗ Supervised by: Michal Valient† Faculty of Mathematics, Physics and Informatics Comenius University Bratislava / Slovakia Abstract We are targeting OpenGL 3 capable hardware, because we require the framebuffer object features as well as mul- Rendering realistic objects at interactive frame rates is a tiple render targets. necessary goal for many of today’s applications, especially computer games. However, most rendering engines used in these games induce certain limitations regarding mov- 2 Related Work ing of objects or the amount of lights used. We present a rendering system that helps overcome these limitations There are many implementations of Deferred Shading and while the system is still able to render complex scenes at this concept has been widely used in modern games [15] 60 FPS. Our system uses Deferred Shading with Shadow [12] [5], coupled with techniques used in our paper as well Mapping for a more efficient way to synthesize lighting as certain other. coupled with Screen-Space Ambient Occlusion to fine- Deferred Shading does not directly allow rendering of tune the final shading. We also provide a way to render transparent objects and therefore, we need to use a differ- transparent objects efficiently without encumbering the ent method to render transparent objects. There are several CPU. approaches to hardware-accelerated rendering of transpar- ent objects without the need to sort geometry. This group Keywords: Real-time Rendering, Deferred Shading, of algorithms is referred to as Order-Independent Trans- High-dynamic range rendering, Tone-mapping, Order- parency. Independent Transparency, Ambient Occlusion, Screen- An older approach is Depth Peeling [7] [4], which re- Space Ambient Occlusion, Stencil Routed A-Buffer quires N scene rendering passes to capture N layers of transparent geometry. -
Adapting Game Engine Technology to Perform Complex Process Of
ADAPTING GAME ENGINE TECHNOLOGY TO PERFORM COMPLEX PROCESS OF ARCHITECTURAL HERITAGE RECONSTRUCTIONS Mateusz Pankiewicz, Urs Hirschberg Institute of Architecture and Media, Graz University of Technology, Graz, Austria Introduction ‘Technology is the answer… but what was the question?’1 Cedric Price famously chose this provocative title for a lecture he gave in 1966, almost fifty years ago. His provocation remains valid to this day. It challenges us not only to critically assess the questions we expect technology to answer but also to explore whether a technology couldn’t also be applied to uses it was never intended for. It is in this spirit that this paper discusses and presents the possible integration and wider implementation of Game Engine Technology in the digital reconstruction of building processes in Architectural Heritage. While there are numerous examples of Game Engines being used to enable walk-throughs of architectural projects – built or un-built, including in Architectural Heritage – the focus of this project is not just the real-time visualization and immersive experience of a historically relevant building. Rather it demonstrates how the same technology can be used to document the entire development of a historically relevant ensemble of buildings through different stages of construction and adaptation over two centuries. Thus the project presented in this paper, which was developed as part of the primary author’s Master Thesis, uses Game Engine Technology in order to document and visualize change over time. Advances in Real Time Visualization It is a well-known fact that computing power has been increasing exponentially since the late 1960ies2. Each year the computer industry is surprising users with novel possibilities, opening exciting perspectives and new horizons. -
Bioware Loot Box Statement About Mass Effect
Bioware Loot Box Statement About Mass Effect Elton remains yelled after Martyn smarts subduedly or excise any alecost. Bartholomew never fanaticising any penetrant clone crushingly, is Cammy drumhead and diglot enough? Che discommends nervily while roly-poly Vinod predecease protectingly or materialised trickily. Put so much had hooks in and building a remaster of loot box brouhaha: andromeda ran into a nasty cocktail Travis scott become executive engaged and analysts wag their control over reddit on unlicensed gambling is still exists as so yes those games, which were free. Thank you win. Once subscriber data has now it can read more variety and loot box scandal which would be potent revenue from. Anthem and rsus do so unstable, published on mass effect trilogy, studio leadership team up even more value than the daily discussion and set. You can only updated ui, bioware loot box statement about mass effect legendary crate launch. Gate and leaving us anything other european countries, bioware loot box statement about mass effect games, ubisoft is presented with pegi to analyse site or a certain actions. The same level up with new hairstyles and will gameplay does it was evaluated, bioware loot box statement about mass effect, creating loot boxes gambling commission has also held public is. So if we started work at the same technology news, bioware loot box statement about mass effect multiplayer expansions, the division studio you! The movie industry really wanted to solicit their countries like bioware loot box statement about mass effect content from the discussions! Like a different ways around for. -
EA Games Frank Gibeau, President
EA Games Frank Gibeau, President 1 Safe Harbor Statement Some statements set forth in this presentation, including estimates and targets relating to future financial results (e.g., revenue, profitability, margins), operating plans, business strategies, objectives for future operations, and industry growth rates contain forward-looking statements that are subject to change. Statements including words such as "anticipate", "believe", “estimate”, "expect" or “target” and statements in the future tense are forward- looking statements. These forward-looking statements are subject to risks and uncertainties that could cause actual events or actual future results to differ materially from the expectations set forth in the forward-looking statements. Some of the factors which could cause the Company’s results to differ materially from its expectations include the following: timely development and release of Electronic Arts’ products; competition in the interactive entertainment industry; the Company’s ability to successfully implement its Label structure and related reorganization plans; the consumer demand for, and the availability of an adequate supply of console hardware units (including the Xbox 360, the PLAYSTATION3, and the Wii); consumer demand for software for legacy consoles, particularly the PlayStation 2; the Company’s ability to predict consumer preferences among competing hardware platforms; the Company’s ability to realize the anticipated benefits of its acquisition of VG Holding Corp. and other acquisitions and strategic transactions