Frostbite Rendering Architecture and Real-time Procedural Shading Texturing Techniques

2010-02-12 by Johan Andersson, Natalya Tartarchuk

Conference: Game Developers Conference 2007

An overview of the rendering systems and architecture of DICEs new Frostbite engine powering the upcoming Battlefield: Bad Company game. Discussing graph-based visual shader authoring, unified rendering shading back-end PC, Xbox 360 and PS3 and procedural shading and texturing techniques, including examples from the latest AMD/ATI graphics demos.