Coffee, Code & Shaders: Real-Time Rendering Conversations
Today we will talk about the presentation given by Dennis Gustafson and Gabe Rundlet from Tuxedo Labs during the Graphics Programming Conference 2025. In it, they explain how the engine's initial design overcame OpenGL's limitations for simulating lighting in fully destructible environments using Shadow Volumes and 3D Bitmaps, as well as their subsequent transition to Vulkan and the use of Ray-Tracing, which allowed for more efficient memory management. Watch full presentation: https://www.youtube.com/watch?v=IM1Dr98f3xU Original Copyright Free Music written, performed, and produced by TrackTribe https://www.youtube.com/watch?v=HK9z2cR8nlM&list=PLFEJ2E5exsjrjRzhJdOYOmTlcYfK3Hz7_
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