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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.
50,592 Aufrufe • vor 1 Jahr •via X (Twitter)
10 Kommentare

Anis Benyoubvor 1 Jahr
Curious? Paper: Source code: Project page:

Anis Benyoubvor 1 Jahr
The less compressed video is here !

Anis Benyoubvor 1 Jahr
The HPG presentation is here:

VoRvor 1 Jahr
@HPG_Conf @KennyPirman

LunCo.eth(🌍🚀🌖) sp/accvor 1 Jahr
@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!

DPvor 1 Jahr
@HPG_Conf @SheriefFYI

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

Anis Benyoubvor 1 Jahr
@HPG_Conf Et non, c’est de l’OST de Hotline Miami!

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

Jamesvor 1 Jahr
@HPG_Conf Will there be a demo project made with Vulkan?
