Interesting sessions in GDC2016
Game graphics
- "Global Illumination in Tom Clancy's The Division" Ubisoft Massive
- "Photogrammetry and 'Star Wars Battlefront'"
- Lighting the City of Glass - Rendering 'Mirror's Edge: Catalyst'
- Advanced Graphics Techniques Tutorial Day: Developing The Northlight Engine: Lessons Learned
- "Rendering Rainbow Six | Siege" Ubisoft Montreal
- "Low Complexity, High Fidelity - INSIDE Rendering" PlayDead
Graphic techniques
- Advanced Graphics Techniques Tutorial Day: Advanced Techniques and Optimization of HDR Color Pipelines
- So You Want to Build a Lightmapper? (presented by Imagination Technologies)
- Making Light Work of Dynamic Large Worlds (presented by ARM)
- "An End-to-End Approach to Physically Based Rendering" Allegorithmic, Geomerics
- Advanced Graphics Techniques Tutorial Day: Object Space Rendering in DirectX 12
- Fast, Flexible, Physically-Based Volumetric Light Scattering (presented by NVIDIA)
- Math for Game Programmers: Implicit Function Raytracing
- Advanced Ambient Occlusion Methods for Modern Games (presented by NVIDIA)
- "Mixed Resolution Rendering in Skylanders: Superchargers" Vicarious Visions
Art
- Texturing Uncharted 4: a matter of Substance (presented by ALLEGORITHMIC)
- Technical Art Culture of 'Uncharted 4'
- The Future of Lighting
- Making the World of Firewatch
- "The Art of Destruction in Rainbow Six: Siege" Ubisoft Montreal