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Finding next gen: CryEngine 2

Published: 05 August 2007 Publication History

Abstract

In this chapter we do not present one specific algorithm; instead we try to describe the approaches the German company named Crytek took to find certain rendering algorithms that work well together. We believe this information is valuable for anyone that wants to implement similar rendering algorithms because often the implementation challenges arise when combining with other algorithms. We will also describe briefly the path to it as that covers alternative approaches you also might want to consider. This is not a complete description of everything that was done on the rendering side because for this chapter we picked certain areas that are of interest specifically for this audience and limited ourselves to a presentable extend.
The work presented here takes significant advantage of research done by the graphics community in recent years and combines it with novel ideas developed within Crytek to realize implementations that efficiently map onto graphics hardware.

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cover image ACM Conferences
SIGGRAPH '07: ACM SIGGRAPH 2007 courses
August 2007
6166 pages
ISBN:9781450318235
DOI:10.1145/1281500
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 05 August 2007

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