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Session Name:

FrameGraph: Extensible Rendering Architecture in Frostbite

Overview:

This talk describes how Frostbite handles rendering architecture challenges that come with having to support a wide variety of games on a single engine. Yuriy describes their new rendering abstraction design, which is based on a graph of all render passes and resources. This approach allows implementation of rendering features in a decoupled and modular way, while still maintaining efficiency.

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  • GDC 2017
  • Yuriy O'Donnell
  • Frostbite / Electronic Arts
  • free content
  • Programming
  • Programming