• Frostbite Presents at GDC and SIGGRAPH 2021

    The Frostbite team recently presented at SIGGRAPH and GDC 2021, sharing some of their latest and most exciting work.

    SIGGRAPH 2021

    The Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH) conference is an annual event where computer graphics professionals from across the globe come together to share and learn about the latest technologies and research in computer graphics.

    The following is a brief summary of the presentation given by SEED’s Henrik Halén and Frostbite’s Kyle Hayward at SIGGRAPH 2021:

    Global Illumination Based on Surfels

    Talk by Frostbite’s Kyle Hayward and Henrik Halén

    During this talk, SIGGRAPH attendees learned about Global Illumination Based on Surfels (GIBS) which is a solution that solves the challenge of calculating indirect diffuse illumination in real-time. This talk explains how surfels, short for surface elements, prove to be an efficient mechanism to cache irradiance on a wide range of opaque geometric surfaces and scenes.

    Contributors: 

    • Henrik Halén, Senior Rendering Engineer, EA SEED
    • Kyle Hayward, Senior Rendering Engineer, Frostbite
    • Andreas Brinck, Senior Rendering Engineer, Ripple Effect Studios
    • Xiangshun Bei, Rendering Engineer, Ripple Effect Studios

    See more at ea.com

    GDC 2021

    The Game Developers Conference (GDC) is the world’s largest annual event for game industry professionals, including programmers, game designers, artists, producers, and business leaders.

    The following is a brief summary of the talks given by Frostbite team members at GDC 2021:

    Environmental and Motion Matched Interactions;

    Madden, FIFA and Beyond!

    Talk by Frostbite’s Henry Allen, Senior Software Engineer

    This talk shared the recent developments on Frostbite’s Interaction Scenario System - N-teract, for short. The presentation covered how motion matching has been integrated with interaction as well as how this system has been extended to interact with other characters, the environment and objects in the world.

    See more at gdcvault.com.

    Avoid an Identity Crisis as a Technical Designer

    Discussion Panel moderated by Frostbite’s John Diaz

    This panel discussion provided a glimpse into the role, responsibilities, and the day-to-day of a technical designer. Attendees also gained insights on how to start, become and grow as a technical designer without burning out.

    Contributors:

    • Alan Blaine, Staff Technical Designer, Bungie
    • Alisha Thayer, Lead Technical Designer, Crystal Dynamics
    • Anne Chilldon, Senior Technical Designer, Volition
    • Jerome Parent, Advanced Technical Level Designer, WB Games Montreal
    • John Diaz, Senior Technical Game Designer
    • Rusty Sempsrott, Lead Technical Designer, Arkane Austin

    See more at gdcvault.com.

     

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