Publications
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Art (5)
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Audio (5)
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Design (1)
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Engineering (11)
- A Step Towards Data Orientation
- Battlelog – Building scalable web sites with tight game integration
- Building the Battlefield AI Experience
- Culling the Battlefield Data Oriented Design in Practice
- Executable Bloat – How it happens and how we can fight it
- How data rules the world: Telemetry in Battlefield Heroes
- Introduction to Data Oriented Design
- Parallel Futures of a Game Engine
- Parallel Futures of a Game Engine v2.0
- Scaling the Pipeline
- Scope Stack Allocation
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Production (5)
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Rendering (16)
- 5 Major Challenges in Interactive Rendering
- A Real-time Radiosity Architecture
- Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look
- Bending the Graphics Pipeline
- Destruction Masking in Frostbite 2 using Volume Distance Fields
- DirectX 11 Rendering in Battlefield 3
- Frostbite Rendering Architecture and Real-time Procedural Shading Texturing Techniques
- More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed The Run
- Parallel Graphics in Frostbite – Current Future
- Shadows Decals: D3D10 techniques from Frostbite
- Shiny PC Graphics in Battlefield 3
- SPU Based Deferred Shading in Battlefield 3 for Playstation 3
- Stable SSAO in Battlefield 3 with Selective Temporal Filtering
- Terrain in Battlefield 3: A Modern, Complete and Scalable System
- Terrain Rendering in Frostbite using Procedural Shader Splatting
- The Intersection of Game Engines and GPUs – Current & Future
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Thesis (10)
- Adaptive Hardware-accelerated Terrain Tessellation
- Advanced Real-time Post-Processing using GPGPU techniques
- Beyond the HUD – User Interfaces for Increased Player Immersion in FPS Games
- Data-oriented Interactive Water
- Interactive Real Time Cloth Simulation with Adaptive Level of Detail
- Lighting and materials for real-time game engines
- Motion Controllers for Game Consoles
- Procedural deformation and destruction in real-time
- Real-Time Hair Simulation and Visualisation for Games
- Realtime Interactive Water Waves
Culling the Battlefield Data Oriented Design in Practice
2011-03-08 by Daniel Collin
Conference: Game Developers Conference 2011
This talk will highlight the evolution of the object culling system used in the Frostbite engine over the years and why we decide to rewrite a system for BATTLEFIELD 3 that had worked well for 4 shipping titles. The new culling system is developed using a data oriented design that favors simple data layouts which enables very efficient computation using pipelined vector instructions. Concrete examples of how code is developed with this approach and the implications and benefits compared to traditional tree-based systems will be given.