Replying to @BenSimsTech
frostbite handles sun separately. what we use today is pretty much what is in the frostbite pbr pdf.
Replying to @RacifyApp
Sorry, I wasn't clear enough. I meant the full season schedule. Not just the next weekend.
Replying to @RacifyApp
@RacifyApp really like the widgets. If the next race widget could scroll to include the full schedule that would be great.
Kyle Hayward retweeted
I wrote a blog post on my implementation of the Surfel maintenance pipeline from my Surfel Radiance Cascades project. Most of what I learned came from "SIGGRAPH 2021: Global Illumination Based on Surfels" a great presentation from EA SEED :)
m4xc.dev/blog/surfel-mainten…
Kyle Hayward retweeted
It was great to make a tech video that finally has a positive story for PC. But based on the comments under it on YT, you would presume that Dragon Age The Veil Guard might be responsible for some heinous crimes against humanity based on the vitriol there. Many comments...
The AAA norm is to release half broken on PC. Dragon Age: The Veilguard bucks this trend offering a PC-tailored user experience that scales well above the consoles. You will spend your time staring at its slick hair rendering and not at a frame-time graph.
youtu.be/OjawnIC81nE
Replying to @Sebasti66855537
There are absolutely companies that already do this.
Replying to @BenSimsTech
We use an intersection shader for heightfield marching terrain. So a similar situation. The terrain is made of patches, and each patch is an AABB node in the TLAS.
That being said, we're looking at taking this out of TLAS and doing manually before/after the traceRay call.
Kyle Hayward retweeted
Replying to @DiedeApers
@DiedeApers from @FrostbiteEngine is sharing production-proven real-time global illumination technique GIBS at #rtradvances @siggraph 2024
Kyle Hayward retweeted
#rtradvances @siggraph continues with Simon Taylor from @FrostbiteEngine talking about their flexible and extensible shader authoring with Serac
Kyle Hayward retweeted
Fantastic collaboration between the Seed, Frostbite and our College Football engineering, art and tech art teams!
@GraphicsRunner @staerlor @DiedeApers
Global Illumination Based on Surfels (GIBS) is now powering games like @EASPORTS College Football 25! Learn how this real-time global illumination tech helped developers and artists realize their vision for the return of a beloved franchise. #CFB25
ea.com/technology/news/gibs-…
Replying to @cybereality
Kane and Lynch 2 nailed this this look.
Kyle Hayward retweeted
Check out this awesome paper from SEED on how to tailor the frequencies of rendering noise to improve image denoising in real time rendering. The paper is being presented next week at @I3DCONF in Philadelphia ea.com/seed/news/spatio-temp…
Kyle Hayward retweeted
Job Opening - Senior Rendering Engineer!🎉✨
We seek someone passionate about fast, anti-aliased, color-corrected, physically-based, subsurface-scattered shiny pixels to join us on our quest for the future of real-time graphics at @EA.
ea.gr8people.com/jobs/183637…
#gamedev #jobs
Do you love working on rendering backends and graphics abstraction layers? We're hiring for our Render Core team
ea.gr8people.com/jobs/179372…
Replying to @Atrix256
IIRC there's an implementation of this in miniengine:
github.dev/microsoft/DirectX… by @JamesStanard
Replying to @DiedeApers @Atrix256
The full "I work from home" package.
Replying to @boksajak @Peter_shirley
Texture? I think you mean accurately simulate the fluids inside :-P


















