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Download the Advance Program • Register by Friday, 7 July. Final opportunity for savings. 

Game On

Renderosity

HFES

Sunday, 30 July, 2:00 pm - 3:30 pm, Los Angeles Convention Center, Room 408AB

Gears of War 4: Custom High-End Graphics Features and Performance Techniques

This technical post-mortem describes implementation of new custom graphics features and optimized rendering to achieve the performance needed for the high visual bar of Gears Of War 4 on XBox One.

Jim Malmros
The Coalition (Microsoft Studios)

HDR TV Output and Lighting Gears of War 4

Gears of War 4 is one of the first titles to take full advantage of the high-dynamic-range TV output of the Xbox One S. This talk presents the techniques and technologies used by the artists to accomplish this, from both a lighting and surfacing perspective.

Colin Matisz
The Coalition (Microsoft Studios)

Andy Yi Shen
The Coalition (Microsoft Studios)

Procedural Photograph Generation from Actual Gameplay: Snapshot AI in Final Fantasy XV

This novel system, introduced for production of Final Fantasy XV, procedurally generates stylish photographs from an unseen angle during actual gameplay to create a new generation of gameplay sharing.

Prasert Prasertvithyakarn
SQUARE ENIX CO.,LTD

Tatsuhiro Joudan
SQUARE ENIX CO.,LTD

Hidekazu Kato
SQUARE ENIX CO.,LTD

Seiji Nanase
SQUARE ENIX CO.,LTD

Masayoshi Miyamoto
SQUARE ENIX CO.,LTD

Circular Separable Convolution Depth of Field

Depth of field is a very important post effect to mimic camera-focus artifacts for a photorealistic scene. This talk presents the algorithmic, visual, and performance results of Circular Separable Convolution filter in Madden NFL, Fifa 17, and PGA Tour.

Kleber Garcia
Electronic Arts