GDC Europe 2016 Schedule

View, browse and sort the ever-growing list of GDC Europe sessions by pass type, track, and format. With GDC Europe Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Europe Mobile App. Sessions do fill up, so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

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  • 4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer

    Speaker:
    Location:  Congress Saal 3, 4th Level
    Format: Lecture
    Track: Programming
    Pass Type: Student Pass, All Access Pass - Get your pass now!
    Vault Recording: Video
    Audience Level: Advanced

    Modern rendering systems do not run well on higher resolution displays like 4K monitors. The next generation of consoles will support 4K monitors, therefore one can expect a large amount of target devices that run on 4K resolutions very soon. In this lecture, they will present a new rendering system: the filtered and culled visibility buffer that will perform much better than the traditional systems with higher resolutions, and at least as good as traditional rendering systems with the most common resolutions. Instead of storing data in a G-Buffer that increases with screen resolution substantially, it stores triangle data in a visibility buffer. To optimize that amount and quality of triangles stored in this buffer, triangle filtering and culling is applied in a pre-step. Additionally, the triangle and culling pre-step also prepares all other reader views like shadow map rendering. The source code of the demo application will be freely available. Come and join their talk if you want to see the latest breakthrough in 4K rendering.

    Takeaway

    Attendees will get an insight into modern rendering design and will receive a complete working solution with performance numbers and implementation details to integrate it into their game engine. Most 3D games are expected to benefit from the visibility buffer system described in the lecture.

    Intended Audience

    This presentation is targeting experienced game engine programmers who are familiar with rendering architecture and DirectX 12.