Current Global Illumination in EA Games
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Published on ● Video Link: https://www.youtube.com/watch?v=mdIdAeStpVs
To understand where we’re going with in-game lighting, it’s useful to take a quick look back at how we got to where we currently are. In this video, Sebastien explains the scene lighting processes EA has been using to make FIFA’s stadiums and Star Wars Battlefront 2’s planet environments look fantastic.
Other Videos By NVIDIA Game Developer
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2018-10-17 | Texture Level-of-Detail and Summary |
2018-10-17 | Materials, Transparency, Translucency, Global Illumination, Sampling, and Shadows |
2018-10-17 | Hybrid Rendering Pipeline and Reflection Rays |
2018-10-17 | Exploring Real-Time Ray Tracing and Self Learning AI with the “PICA PICA” Demo |
2018-10-17 | Battling Noise, Irradiance Volumes, and Future Thoughts |
2018-10-17 | Tracing Lightmap Texel |
2018-10-17 | Live Authoring of a Scene |
2018-10-17 | Current Global Illumination in EA Games |
2018-09-19 | Nsight Graphics 2018.5 |
2018-08-23 | Nsight Graphics 2018.4 |
2018-08-21 | Real-time Ray Tracing in Battlefield V: RTX ON vs RTX OFF |
2018-06-21 | Introduction to Real-Time Ray Tracing |
2018-06-21 | Raytracing and Denoising |
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2018-06-21 | Ray Traced Ambient Occlusion |
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Star Wars Battlefront II Statistics For NVIDIA Game Developer
At this time, NVIDIA Game Developer has 3,190 views for Star Wars Battlefront II spread across 1 video. His channel published less than an hour of Star Wars Battlefront II content, less than 0.25% of the total video content that NVIDIA Game Developer has uploaded to YouTube.