
GDC Europe 2016 is happening very soon, and before it kicks off organizers want to quickly highlight a smart, technical talk taking place at the event in Cologne, Germany that will help you better understand what it takes to make 4K-ready games.
The talk, “4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer“, will be delivered by Wolfgang Engel, the CEO of Confetti, who will present a new rendering system: a 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.
Confetti is a think-tank for advanced real-time graphics research and a service provider for the video game and movie industry. In his talk, Engel will afford attendees insight into modern rendering design and will share a complete working solution (replete 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 Engel will describe in his lecture, so if this is at all something you’re interested in, don’t skip it!

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