Cryengine 2 and Crysis 1
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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. -
Achieve Your Vision
ACHIEVE YOUR VISION NE XT GEN ready CryENGINE® 3 The Maximum Game Development Solution CryENGINE® 3 is the first Xbox 360™, PlayStation® 3, MMO, DX9 and DX10 all-in-one game development solution that is next-gen ready – with scalable computation and graphics technologies. With CryENGINE® 3 you can start the development of your next generation games today. CryENGINE® 3 is the only solution that provides multi-award winning graphics, physics and AI out of the box. The complete game engine suite includes the famous CryENGINE® 3 Sandbox™ editor, a production-proven, 3rd generation tool suite designed and built by AAA developers. CryENGINE® 3 delivers everything you need to create your AAA games. NEXT GEN ready INTEGRATED CryENGINE® 3 SANDBOX™ EDITOR CryENGINE® 3 Sandbox™ Simultaneous WYSIWYP on all Platforms CryENGINE® 3 SandboxTM now enables real-time editing of multi-platform game environments; simul- The Ultimate Game Creation Toolset taneously making changes across platforms from CryENGINE® 3 SandboxTM running on PC, without loading or baking delays. The ability to edit anything within the integrated CryENGINE® 3 SandboxTM CryENGINE® 3 Sandbox™ gives developers full control over their multi-platform and simultaneously play on multiple platforms vastly reduces the time to build compelling content creations in real-time. It features many improved efficiency tools to enable the for cross-platform products. fastest development of game environments and game-play available on PC, ® ® PlayStation 3 and Xbox 360™. All features of CryENGINE 3 games (without CryENGINE® 3 Sandbox™ exception) can be produced and played immediately with Crytek’s “What You See Is What You Play” (WYSIWYP) system! CryENGINE® 3 Sandbox™ was introduced in 2001 as the world’s first editor featuring WYSIWYP technology. -
Profile Experience Education Honors
PROFILE Thai "EzMeow" Leo French Currently living in Nottingham (United Kingdom) www.ezmeow.com [email protected] EXPERIENCE Since Oct 2014 Facepunch Studios - Artist (Freelance) 2014 Deep Silver Dambuster Studios (Nottingham - United Kingdom) - Artist on Homefront 2 2010 - 2014 Crytek UK (Nottingham - United Kingdom) - Artist on Homefront 2 - Artist on Crysis 3 - Artist on Crysis (X360/PS3) - Artist on Crysis 2 2009 - 2010 Ubisoft (Paris - France) - 3D Environment Artist on Ghost Recon Future Soldier 2007 - 2009 F4-Group (Paris - France) - 3D Artist/Level designer : environment, vehicles, characters and props on Exalight and Empire of sports 2005 Mobivillage / C4M prod - Freelance Artist : conception and creation of wallpapers and Flash applications for mobile phones 2003 - 2007 Mikros Image (Levallois Perret - France) - 3D Artist: modeling, texture mapping, previsualization layout and rendering on various productions (Rainbow 6 Vegas, Buick, Citroen, EDF, Carlsberg...) EDUCATION 2012 Haute École Albert Jacquard (Namur - Belgium) - Bachelor in Computer Graphics (+3) specialized in video games 2000 Paris 8 University (Saint Denis - France) - 2nd year General University Studies in Entertainment Arts (Dramatical Art) 1998 Ensemble Scolaire JBS-NDC (Saint Denis - France) - Baccalaureate in Science and Industrial Technology (Electrical engineering) - (with Honors) HONORS & AWARDS 2014 Mini-golf! Polycount contest - 1st place Award 2012 Polycount - Personal work featured as banner on the Polycount website 2011 Brawl Polycount Contest - 3rd -
UPC Platform Publisher Title Price Available 730865001347
UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435 -
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. -
Ubisoft Studios
CREATIVITY AT THE CORE UBISOFT STUDIOS With the second largest in-house development staff in the world, Ubisoft employs around 8 000 team members dedicated to video games development in 29 studios around the world. Ubisoft attracts the best and brightest from all continents because talent, creativity & innovation are at its core. UBISOFT WORLDWIDE STUDIOS OPENING/ACQUISITION TIMELINE Ubisoft Paris, France – Opened in 1992 Ubisoft Bucharest, Romania – Opened in 1992 Ubisoft Montpellier, France – Opened in 1994 Ubisoft Annecy, France – Opened in 1996 Ubisoft Shanghai, China – Opened in 1996 Ubisoft Montreal, Canada – Opened in 1997 Ubisoft Barcelona, Spain – Opened in 1998 Ubisoft Milan, Italy – Opened in 1998 Red Storm Entertainment, NC, USA – Acquired in 2000 Blue Byte, Germany – Acquired in 2001 Ubisoft Quebec, Canada – Opened in 2005 Ubisoft Sofia, Bulgaria – Opened in 2006 Reflections, United Kingdom – Acquired in 2006 Ubisoft Osaka, Japan – Acquired in 2008 Ubisoft Chengdu, China – Opened in 2008 Ubisoft Singapore – Opened in 2008 Ubisoft Pune, India – Acquired in 2008 Ubisoft Kiev, Ukraine – Opened in 2008 Massive, Sweden – Acquired in 2008 Ubisoft Toronto, Canada – Opened in 2009 Nadeo, France – Acquired in 2009 Ubisoft San Francisco, USA – Opened in 2009 Owlient, France – Acquired in 2011 RedLynx, Finland – Acquired in 2011 Ubisoft Abu Dhabi, U.A.E – Opened in 2011 Future Games of London, UK – Acquired in 2013 Ubisoft Halifax, Canada – Acquired in 2015 Ivory Tower, France – Acquired in 2015 Ubisoft Philippines – Opened in 2016 UBISOFT PaRIS Established in 1992, Ubisoft’s pioneer in-house studio is responsible for the creation of some of the most iconic Ubisoft brands such as the blockbuster franchise Rayman® as well as the worldwide Just Dance® phenomenon that has sold over 55 million copies. -
EA and Crytek Recruit Players Into Free Trial for Crysis Wars
EA and Crytek Recruit Players Into Free Trial for Crysis Wars New Players Can Experience the Critically-Acclaimed Multiplayer Action GameFree from April 9- April 17 and Get the Complete Crysis CompilationCrysis Maximum EditionStarting May 5 REDWOOD CITY, Calif., Apr 09, 2009 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and Crytek GmbH announced the start of a free trial period for Crysis Wars(R)*, the multiplayer game for Crysis Warhead(R), the award-winning first-person shooter originally released last Fall. Starting today, gamers can play all of Crysis Wars** online for free including each of the game's three action-packed multiplayer modes and all 23 maps. The free trial period runs until Friday, April 17, 2009. This trial is designed to give players a sample of the signature action and visuals that only the Crysis(R) series delivered. For those players that want more than just a sample, EA and Crytek will release Crysis(R) Maximum Edition, a compilation of all three Crysis games in one box (Crysis, Crysis Warhead and Crysis Wars). Available beginning May 5th for the MSRP of $39.99, Crysis Maximum Edition is the ultimate Crysis experience. "When Crysis Wars was released seven months ago, one of our biggest goals was to be able to deliver continued support to our growing multiplayer community," said Cevat Yerli, CEO and President of Crytek. "We think we have delivered on that promise, not only by releasing new content, fixes and our powerful MOD SDK, but also by continuing to offer these types of free trials." Crysis Wars supports matches for up to 32 players and contains three distinct gameplay modes; InstantAction, frenetic deathmatch enhanced by the power of the nanosuit, PowerStruggle, a hardcore team-based mode and TeamInstantAction, a mix of fast-paced action in a team-based environment. -
EA and Crytek Launches Crysis Warhead in North America and Europe
EA and Crytek Launches Crysis Warhead in North America and Europe The Next Installment of the Award-Winning Crysis Franchise Arrives at Retail Stores This Week REDWOOD CITY, Calif., Sep 16, 2008 (BUSINESS WIRE) -- Electronic Arts Inc. (NASDAQ:ERTS) and Crytek GmbH announced today that Crysis Warhead(R), the next installment in the award-winning Crysis(R) franchise, has shipped to retailers in North America and Europe and will hit store shelves and participating digital download services starting September 18, 2008 exclusively for the PC. Containing a new single player campaign featuring Crytek's trademark open-ended gameplay and stunning visuals along with Crysis Wars(R), the exciting new multiplayer suite for the Crysis universe, Crysis Warhead is a tremendous value at only $29.99 and does not require the original Crysis to play. "The launch of Crysis Warhead marks a significant milestone for the entire Crytek family," said Cevat Yerli, CEO and President of Crytek. "The team at Crytek Hungary has delivered a dynamic and intense single player experience more than worthy of the Crysis franchise, while the multiplayer team in Frankfurt has revisited and extended multiplayer in the Crysis universe with Crysis Wars. They are both great representations of our studio's core values of technical excellence, craftsmanship and quality." "Crytek is a world-class partner and quickly becoming one of the most formidable independent developers in the industry," said David DeMartini, Senior Vice President and General Manager of EA Partners. "Crysis was one of the best games of last year and we are thrilled to have the opportunity to bring Crysis Warhead, a game that actually improves upon Crysis' core experience, to the largest possible audience on a global stage." Crysis Warhead takes place alongside the events of last year's critical hit, with players experiencing the explosive battles against waves of challenging enemies on the other side of the island through the eyes and nanosuit of the bold and aggressive Sergeant "Psycho" Sykes. -
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. -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes. -
More Efficient Virtual Shadow Maps for Many Lights
1 More Efficient Virtual Shadow Maps for Many Lights Ola Olsson1;2, Markus Billeter1;3, Erik Sintorn1, Viktor Kampe¨ 1, and Ulf Assarsson1 (Invited Paper) Abstract—Recently, several algorithms have been introduced for shading is much more important. To this end we use that enable real-time performance for many lights in applications Clustered Deferred Shading [3], as our starting point. This such as games. In this paper, we explore the use of hardware- algorithm offers the highest light-culling efficiency among supported virtual cube-map shadows to efficiently implement high-quality shadows from hundreds of light sources in real time current real-time many-light algorithms and the most robust and within a bounded memory footprint. In addition, we explore shading performance. Moreover, clustered shading provides the utility of ray tracing for shadows from many lights and tight 3D bounds around groups of samples in the frame present a hybrid algorithm combining ray tracing with cube buffer and therefore can be viewed as a fast voxelization of maps to exploit their respective strengths. Our solution supports the visible geometry. Thus, as we will show, these clusters real-time performance with hundreds of lights in fully dynamic high-detail scenes. provide opportunities for efficient culling of shadow casters and allocation of shadow map memory. Index Terms—Computer graphics, GPU, real-time shading, shadows, virtual texturing. A. Contributions We contribute an efficient culling scheme, based on clusters, I. INTRODUCTION which is used to render shadow-casting geometry to many cube In recent years, several techniques have been presented shadow maps. We demonstrate that this can enable real-time that enable real-time performance for applications such as rendering performance using shadow maps for hundreds of games using hundreds to many thousands of lights. -
Future Graphics in Games
Future graphics in games Anton Kaplanyan Lead researcher Cevat Yerli Crytek CEO Agenda • The history: Crytek GmbH • Current graphics technologies • Stereoscopic rendering • Current graphics challenges • Graphics of the future • Graphics technologies of the future • Server-side rendering • Hardware challenges • Perception-driven graphics The Past - Part 1 • March 2001 till March 2004 • Development of Far Cry • Development of CryEngine 1 • Approach: A naïve, but successful push for contrasts, by insisting on opposites to industry. size, quality, detail, brightness • First right investment into tools - WYSIWYPlay Past - Part 1: CryEngine 1 • Polybump (2001) • NormalMap extraction from High-Res Geometry • First „Per Pixel Shading“ & HDR Engine • For Lights, Shadows & Materials • High Dynamic Range • Long view distances & detailed vistas • Terrain featured unique base-texturing • High quality close ranges • High fidelity physics & AI • It took 3 years, avg 20 R&D Engineers CryENGINE 2 The Past – Part 2 – CryENGINE 2 • April 2004 till November 2007 • Development of Crysis • Development of CryEngine 2 • Approach: Photorealism meets interactivity! • Typically mutual exclusive directions • Realtime productivity with WYSIWYPlay • Extremely challenging, but successful CryEngine 2 - Way to Photorealism The image cannot be displayed. Your computer may not have enough memory to open the image, or the image may have been corrupted. Restart your computer, and then open the file again. If the red x still appears, you may have to delete the image and then insert it again. The Past - Part 2: CryEngine 2 • CGI Quality Lighting & Shading • Life-like characters • Scaleable architecture in • Both content and pipeline • Technologies and assets allow various configurations to be maxed out! • Crysis shipped Nov 2007, works on PCs of 2004 till today and for future..