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:
Signed Distance Textures
And on the Jellygrade side:
Variable Density Solves