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.

In order to best utilize Session Scheduler, please use the login credentials you've set up on this page as your login credentials on our GDC Europe Mobile App. You can download the app on iTunes or Google Play.

*If you have utilized the Mobile App in the past, don’t forget to download the update!

All SessionsSpeakersMy Schedule
View Sessions As:
  
  • Towards Cinematic Quality, Antialiasing in 'Quantum Break'

    Speaker:
    • Tatu Aalto  |  Senior Graphics Programmer, Remedy Entertainment
    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: Intermediate

    'Quantum Break' was shipped with a light pre-pass rendering engine, where geometry buffers are drawn with 4xMSAA. In this presentation Tatu will go over how to first reduce geometry data using clustering, then calculate lighting on smaller amount of samples, and lastly how to scale back to MSAA image. In addition, this talk will go over Remedy Entertainment's approach to temporal anti-aliasing, where previous four frames are combined for upscaled final image and how this leads us to using sequential noise patterns in sampling volumetric lighting and reflections.

    Takeaway

    This talk will give attendees fresh new ideas for implementing good quality anti-aliasing on their own projects. It also aims to raise a discussion on techniques, aiming for varying sampling, rate rendering in general.

    Intended Audience

    This presentation deep dives into modern graphics algorithms, so audience should be familiar with rendering techniques used in games. Tatu expects attendees who will gain the most useful information to be graphics programmers, or generalist programmers that are familiar with rendering techniques.