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Precomputed Global Illumination in Frostbite

Frostbite
Jul 25, 2018
Talk by Yuriy O'Donnell at GDC 2018 Learn More

A Tale of Three Data Schemas

Frostbite
Apr 25, 2018
Talk by Ludovic Chabant at GDC 2018 Learn More

Frostbite GPU Emitter Graph System

Frostbite
Apr 12, 2018
Talk by Sébastien Hillaire (Frostbite) and Anders Egleus (DICE) at GDC 2018 Learn More

Physics Driven Ragdolls and Animation at EA: From Sports to Star Wars

Frostbite
Apr 12, 2018
Talk by Jalpesh Sachania at GDC 2018 Learn More

Real-time Raytracing for Interactive Global Illumination Workflows

Frostbite
Apr 4, 2018
Talk by Sébastien Hillaire at GDC 2018 Learn More

Circular Separable Convolution Depth of Field

Frostbite
Mar 27, 2018
Talk by Kleber Garcia at GDC 2018 Learn More

Cloth Self Collision with Predictive Contacts

Frostbite
Mar 20, 2018
Talk by Chris Lewin at GDC 2018 Learn More

Physically Based Sky, Atmosphere & Cloud Rendering - Frostbite

Frostbite
Jul 28, 2017
Talk by Sebastien Hillaire at SIGGRAPH 2016 in the Physically Based Shading in Theory and Practice course. Learn More

High Dynamic Range color grading and display in Frostbite - Frostbite

Frostbite
Mar 9, 2017
Talk by Alex Fry at GDC 2017. This talk presents the approach Frostbite took to add support for HDR displays. Learn More

FrameGraph: Extensible Rendering Architecture in Frostbite - Frostbite

Electronic Arts Inc., Frostbite
Mar 4, 2017
Talk by Yuriy O’Donnell at GDC 2017. Learn More

4K Checkerboard in Battlefield 1 and Mass Effect Andromeda - Frostbite

Frostbite
Mar 4, 2017
Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017. Learn More

Tiled Light Trees - Frostbite

Electronic Arts Inc., Frostbite
Feb 26, 2017
Technical paper by Yuriy O’Donnell (Frostbite) and Matthäus Chajdas (AMD) for I3D 2017. Learn More

Optimizing the Graphics Pipeline with Compute - Frostbite

Frostbite, Electronic Arts Inc.
Feb 19, 2017
Technical talk by Graham Wihlidal at GDC 2016. Learn More

Matching of geometrically and topologically changing meshes - Frostbite

Electronic Arts Inc., Frostbite
Jan 14, 2017
Master thesis done at DICE by Kristoffer Jonsson from Uppsala University. Learn More

Lighting the City of Glass - Frostbite

Electronic Arts Inc., Frostbite
Apr 6, 2016
Presentation by Fabien Christin from DICE at GDC 2016. Learn More

Photogrammetry and Star Wars Battlefront - Frostbite

Electronic Arts Inc., Frostbite
Mar 29, 2016
Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016. Learn More

Frostbite on Mobile - Frostbite

Electronic Arts Inc., Frostbite
Aug 20, 2015
Presentation by Niklas Nummelin at SIGGRAPH 2015 course Moving Mobile Graphics. Learn More

Stochastic Screen-Space Reflections - Frostbite

Electronic Arts Inc., Frostbite
Aug 20, 2015
Talk by Tomasz Stachowiak at SIGGRAPH 2015 in the Advances in Real-time Rendering course. Learn More

The Rendering Pipeline - Challenges & Next Steps - Frostbite

Frostbite, Electronic Arts Inc.
Aug 20, 2015
Technical talk by Graham Wihlidal at GDC 2016. Learn More

Physically-based & Unified Volumetric Rendering in Frostbite - Frostbite

Electronic Arts Inc., Frostbite
Aug 20, 2015
Talk by Sebastien Hillaire at SIGGRAPH 2015 in the Advances in Real-time Rendering course. Learn More

Rendering Battlefield 4 with Mantle - Frostbite

Electronic Arts Inc., Frostbite
Aug 20, 2015
The Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 Learn More

Surface data on dynamic topologies - Frostbite

Electronic Arts Inc., Frostbite
Jan 28, 2015
Master thesis by Andreas Tarandi (KTH Royal Institute of Technology) done at DICE. Learn More

Per-face parameterization for Texture Mapping of Geometry in Real-Time - Fr…

Electronic Arts Inc., Frostbite
Nov 18, 2014
Master thesis by Johan Beck-Norén (Linköping University) done at DICE in Frostbite. Learn More

Moving Frostbite to PBR - Frostbite

Electronic Arts Inc., Frostbite
Nov 3, 2014
Course presentation at SIGGRAPH 2014 by Charles de Rousiers & Sébastian Lagarde about transitioning Frostbite to physically-based rendering. Learn More

Mantle for Developers - Frostbite

Electronic Arts Inc., Frostbite
Nov 15, 2013
Keynote presentation about Mantle, a low-level graphics API, by Johan Andersson at AMD’s Developer Summit 2013 (APU13). Learn More

Battlefield 4 + Frostbite + Mantle - Frostbite

Frostbite, Electronic Arts Inc.
Sep 26, 2013
Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA Learn More

Terrain Rendering in Frostbite using Procedural Shader Splatting - Frostbit…

Electronic Arts Inc., Frostbite
Sep 26, 2013
SIGGRAPH 2009 Learn More

Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scat…

Frostbite, Electronic Arts Inc.
Sep 26, 2013
In real-time computer graphics, the interaction of light and matter is often reduced to local reflection described by BRDFs. Learn More

Shiny PC Graphics in Battlefield 3 - Frostbite

Electronic Arts Inc., Frostbite
Sep 26, 2013
Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA Learn More

SPU Based Deferred Shading in Battlefield 3 for Playstation 3 - Frostbite

Electronic Arts Inc., Frostbite
Sep 26, 2013
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICEs Frostbite 2 engine Learn More

Stable SSAO in Battlefield 3 with Selective Temporal Filtering - Frostbite

Electronic Arts Inc., Frostbite
Sep 26, 2013
Battlefield 3 renders its Screen-Space Ambient Occlusion SSAO using the Horizon-Based Ambient Occlusion HBAO algorithm. Learn More

Scaling the pipeline - Frostbite

Electronic Arts Inc., Frostbite
Feb 22, 2013
High-level overview of some of the things we in have done and learned while implementing our asset pipelines for Frostbite. Learn More

Adaptive Hardware-accelerated Terrain Tessellation - Frostbite

Frostbite, Electronic Arts Inc.
Feb 2, 2013
In this master thesis report, a scheme for adaptive hardware tessellation is presented. Learn More

5 major challenges in real-time rendering - Frostbite

Frostbite
Aug 24, 2012
Conference: SIGGRAPH 2012 Learn More

Terrain in Battlefield 3: A Modern, Complete and Scalable System - Frostbit…

Electronic Arts Inc., Frostbite
Mar 25, 2012
In the session from GDC 2011, well take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. Learn More

Realtime Interactive Water Waves - Frostbite

Electronic Arts Inc., Frostbite
Feb 2, 2012
In this master thesis report a new method for simulating waters surface waves is presented. Learn More

More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed…

Electronic Arts Inc., Frostbite
Aug 15, 2011
SIGGRAPH 2011 Talk in the Advances in Real-time Rendering course. Learn More

DirectX 11 Rendering in Battlefield 3 - Frostbite

Electronic Arts Inc., Frostbite
Apr 14, 2011
A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Learn More

Lighting you up in Battlefield 3 - Frostbite

Electronic Arts Inc., Frostbite
Mar 25, 2011
This session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine. Learn More

Culling the Battlefield Data Oriented Design in Practice - Frostbite

Frostbite, Electronic Arts Inc.
Mar 4, 2011
This talk will highlight the evolution of the object culling system used in the Frostbite engine over the years. Learn More

Executable Bloat How it happens and how we can fight it - Frostbite

Electronic Arts Inc., Frostbite
Mar 2, 2011
Presentation about bloated executables due to large code size, how it happens and how we can fight it. Learn More

Introduction to Data Oriented Design - Frostbite

Electronic Arts Inc., Frostbite
Nov 12, 2010
Gives an introduction to what Data-Oriented Design is and what the benefits are. Learn More

Scope Stack Allocation - Frostbite

Electronic Arts Inc., Frostbite
Nov 5, 2010
Goes into detail about Scope Stacks, which are a systems programming tool for memory layout. Learn More

Destruction Masking in Frostbite 2 using Volume Distance Fields - Frostbite

Frostbite, Electronic Arts Inc.
Aug 23, 2010
Learn More

A Real-time Radiosity Architecture - Frostbite

Frostbite, Electronic Arts Inc.
Aug 22, 2010
oint talk with DICE and Geomerics about real-time radiosity in Frostbite 2 using Enlighten. Learn More

5 Major Challenges in Interactive Rendering - Frostbite

Frostbite
Aug 20, 2010
Learn More

Bending the Graphics Pipeline - Frostbite

Frostbite, Electronic Arts Inc.
Aug 12, 2010
SIGGRAPH 2010 Learn More

Parallel Futures of a Game Engine v2.0 - Frostbite

Electronic Arts Inc., Frostbite
May 2, 2010
Learn More

Advanced Real-time Post-Processing using GPGPU techniques - Frostbite

Frostbite, Electronic Arts Inc.
Nov 2, 2009
Post-processing techniques are used to change a rendered image as a last step before presentation Learn More

Parallel Graphics in Frostbite – Current Future - Frostbite

Electronic Arts Inc., Frostbite
Aug 2, 2009
SIGGRAPH 2009 Learn More

How HDR Audio Makes Battlefield: Bad Company Go BOOM - Frostbite

Electronic Arts Inc., Frostbite
Apr 2, 2009
This session presents a detailed overview of High Dynamic Range Audio as implemented in DICEs Frostbite engine. Learn More

Shadows Decals: D3D10 techniques from Frostbite - Frostbite

Electronic Arts Inc., Frostbite
Apr 1, 2009
GDC 2009 Learn More

Audio for Multiplayer & Beyond - Frostbite

Frostbite, Electronic Arts Inc.
May 2, 2008
Mixing Case Studies from Battlefield: Bad Company & Frostbite. Learn More

The Intersection of Game Engines and GPUs Current & Future - Frostbite

Electronic Arts Inc., Frostbite
May 2, 2008
Game engines have long been in the forefront of real-time graphics working in symbiosis with GPU hardware. Learn More

Frostbite Rendering Architecture and Real-time Procedural Shading Texturing…

Frostbite, Electronic Arts Inc.
Apr 1, 2007
GDC 2007 Learn More
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