@simondev758
  @simondev758
SimonDev | How Games Have Worked for 30 Years to Do Less Work @simondev758 | Uploaded 10 months ago | Updated 3 hours ago
We explore the evolution of culling and visibility determination in video games, building on work started over 30 years ago, and evolving with every generation of hardware.

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In this video, I implement some of the various visibility techniques used by AAA games like Just Cause 2, Battlefield, and Splinter Cell, and others. We walk through the history of GDC presentations, and see how the techniques have evolved to what's considered state of the art today.

References talks:
advances.realtimerendering.com/s2021/Karis_Nanite_SIGGRAPH_Advances_2021_final.pdf
advances.realtimerendering.com/s2015/aaltonenhaar_siggraph2015_combined_final_footer_220dpi.pdf
https://gamma.cs.unc.edu/papers/documents/technicalreports/tr97004.pdf
developer.nvidia.com/gpugems/gpugems2/part-i-geometric-complexity/chapter-6-hardware-occlusion-queries-made-useful
https://www.cs.princeton.edu/courses/archive/spr01/cs598b/papers/greene93.pdf
blog.paavo.me/cities-skylines-2-performance
https://www.humus.name/Articles/Persson_CreatingVastGameWorlds.pdf
ea.com/frostbite/news/culling-the-battlefield-data-oriented-design-in-practice
guerrilla-games.com/read/practical-occlusion-culling-in-killzone-3
blog.selfshadow.com/publications/practical-visibility
selfshadow.com/talks/rwc_gdc2010_v1.pdf
aras-p.info/texts/D3D9GPUHacks.html
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How Games Have Worked for 30 Years to Do Less Work @simondev758

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