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:
PDF format (83 MB)
Youtube video.