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From AAA to Indie: Graphics R & D

This is a keynote I gave at "Theory and Practice of Computer Graphics 2013", held at the University of Bath in the UK.  My aim was to give some insight into graphics R&D both on a AAA game (SimCity) and on a small Indie title (our early work at JellyGrade). 

The SimCity topics covered include:
  • Interior Mapping
  • Relief Mapping
  • Signed Distance Textures
  • Facade Definitions
  • Impostors
  • Ambient Occlusion
  • Atmospherics
  • Post Effects
And on the Jellygrade side:
  • Fluid Simulation
    • FLIP
    • Brownian Motion
    • Volume Preservation
    • Variable Density Solves
    • Viscosity
  • Fluid Rendering
Materials: