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Session Name:

4K Rendering Breakthrough: The Filtered and Culled Visibility Buffer

Overview:

Modern rendering systems do not run well on higher resolution displays like 4K monitors. The next generation of consoles will support 4K monitors, therefore one can expect a large amount of target devices that run on 4K resolutions very soon. In this lecture, they will present a new rendering system: the filtered and culled visibility buffer that will perform much better than the traditional systems with higher resolutions, and at least as good as traditional rendering systems with the most common resolutions. Instead of storing data in a G-Buffer that increases with screen resolution substantially, it stores triangle data in a visibility buffer. To optimize that amount and quality of triangles stored in this buffer, triangle filtering and culling is applied in a pre-step. Additionally, the triangle and culling pre-step also prepares all other reader views like shadow map rendering. The source code of the demo application will be freely available. Come and join their talk if you want to see the latest breakthrough in 4K rendering.

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  • GDC Europe 2016
  • Wolfgang Engel
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