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Looking for a fast method to render your large-scale game components? Our lastest High-Perf Graphics paper allows to render terrains, oceans and even entire planets in realtime on any modern GPU using compute shaders. Fun fact: we use a Concurrent Binary Tree as a GPU memory manager.
50,538 views • 1 year ago •via X (Twitter)
10 Comments

Anis Benyoub1 year ago
Curious? Paper: Source code: Project page:

Anis Benyoub1 year ago
The less compressed video is here !

Anis Benyoub1 year ago
The HPG presentation is here:

VoR1 year ago
@HPG_Conf @KennyPirman

LunCo.eth(🌍🚀🌖) sp/acc1 year ago
@HPG_Conf So cool! At some point in time we would like to implement it for Godot to be able to render Moon in real-time to design space missions!

DP1 year ago
@HPG_Conf @SheriefFYI

Jean-David Génevaux (TFC)1 year ago
@HPG_Conf La seule question qui vaille : mais c'est quoi cette bande son ? Grosse vibe Deus Ex...?

Anis Benyoub1 year ago
@HPG_Conf Et non, c’est de l’OST de Hotline Miami!

ThunderOwl - Sci-Fi Assets. Owlified. 🇱🇻🇺🇦🌞1 year ago
@HPG_Conf @GameDevMicah

James1 year ago
@HPG_Conf Will there be a demo project made with Vulkan?
