Going beyond white noise for real-time rendering can produce better results with no increase in rendering time.
Check out Alan Wolfe's full-length video workshop on using different types of noise for random number generation. ea.com/seed/news/beyo…
SEED
307 posts
Search for Extraordinary Experiences Division. @EA's Applied R&D Division. Artificial Intelligence, Computer Graphics, Future Experiences.
Joined April 2017
- SEED is delighted to announce that Gigi, an innovative tool for rapid prototyping of rendering techniques, is now open source and available to the public! Congrats to Alan Wolfe for spearheading this project! Learn more about Gigi and watch the tutorial: ea.com/seed/news/gigi
- 'Shiny Pixels and Beyond - Real-time Raytracing at SEED' slides from #GDC2018 by @ZigguratVertigo and @repi
- PICA PICA - Real-time raytracing experiment with self-learning AI agents, using the new @DirectX12 Raytracing API (DXR) in our Halcyon R&D engine! youtube.com/watch?v=LXo0Wd…
- SEED’s Chris Lewin delivered this terrific presentation at SIGGRAPH 2024 a few weeks back. It’s about a novel formulation of MPM that is stable at any time step while remaining easy to implement. Check out the video and download the paper! ea.com/seed/news/sigg…
- "Stochastic all the things: Raytracing in hybrid real-time rendering" by @h3r2tic last week @Digital_Dragons w/ more details about our GPU raytracing work!
- In Ray Tracing Gems, "Hybrid Rendering for Real-Time Ray Tracing" by Barré-Brisebois, Halén, Wihlidal, Lauritzen, Bekkers, Stachowiak and Andersson showcases a raster + compute + ray tracing pipeline with (almost) path tracing quality visuals, in real-time
- To be presented at #SIGGRAPH2019 by Binh Huy Le and JP Lewis. This paper introduces Direct Delta Mush, a new algorithm that simultaneously improves on the efficiency and control of Delta Mush while generalizing previous skinning algorithms. ea.com/seed/news/sigg…
- SEED is delighted to welcome our new Technical Director, Vicki Ferguson (@vicki_ferg)! She joins our Montréal Team to lead and drive future technology at @EA, including #VR, advanced character rendering, and more!
- Our latest collaboration with @nvidia on "Texture Level of Detail Strategies for Real-Time Ray Tracing", by Akenine-Möller, Nilsson, Andersson, Barré-Brisebois, Toth, and Karras, is available for download and featured in the upcoming Ray Tracing Gems book.
- At the Khronos Meetup in Munich @gwihlidal of SEED presented "Halcyon + Vulkan". Includes aspects of Halcyon's architecture, including high-level render command translation, render graph, shader compilation, and details around our Vulkan implementation. ea.com/seed/news/khro…
- Missed "Modern Graphics Abstractions & Real-Time Ray Tracing" at Syysgraph 2018, where @gwihlidal and @ZigguratVertigo presented Halcyon's rendering architecture, heterogeneous & virtual mGPU, render graph, remote render proxy & ray tracing? Slides here: bit.ly/2K7GBK3
- Digging in the crates, we found @mirrorsedge's lead rendering programmer Henrik Halén's (@staerlor, now at SEED) slides on "Style and Gameplay in the Mirror's Edge", presented during @morgan3d's SIGGRAPH 2010's "Stylized Rendering in Games" course. Enjoy! bit.ly/2SMmdBR









