Frostbite
SPU Based Deferred Shading in Battlefield 3 for Playstation 3
GDC 2011
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICEs Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
Culling the Battlefield: Data Oriented Design in Practice from DICE
Related News
Dragon Age: The Veilguard’s accessibility opens the game for everyone
Electronic Arts Inc.
Nov 21, 2024
GVGC partners with UNICEF for Game Changers Coalition
Electronic Arts Inc.
Nov 18, 2024
Bringing Locks to Life With Strand Hair Technology in Dragon Age: The Veilg…
Electronic Arts Inc.
Nov 12, 2024