Physically Based Shading in Theory and Practice

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It'd be amazing if consumers had access to the frostbite editor.

👍︎︎ 11 👤︎︎ u/tb0n3zz 📅︎︎ Jul 24 2016 🗫︎ replies

Stream is finished now, but can be replayed. Starts at 1:17 hrs (from the beginning)

Showed how complex rendering the sky/clouds is.

BF1 was not mentioned.

👍︎︎ 8 👤︎︎ u/MaChiMiB 📅︎︎ Jul 24 2016 🗫︎ replies

The clouds and sky demo looks super promising. I really look forward to accurate and beautiful sky simulation.

I've felt for a while that the frostbite engine used for BF4 would be made perfect with a more complex sky (cloud shadows, weather?), complex reflections (I know that prefect pip reflections aren't possible with current hardware but the current reflections are low res as fuck) and PiP optics. It's kind of immersion breaking when a PSO zooms in the entire screen. RO2 is a perfect example of realistic optics with good performance.

Just my 2c

👍︎︎ 5 👤︎︎ u/How_Does_One_Alcohol 📅︎︎ Jul 25 2016 🗫︎ replies

Non embed version + set on the right time

https://youtu.be/zs0oYjwjNEo?t=1h17m26s

👍︎︎ 5 👤︎︎ u/DANNYonPC 📅︎︎ Jul 25 2016 🗫︎ replies
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Channel: ACMSIGGRAPH
Views: 55,507
Rating: undefined out of 5
Keywords: ACM, ACM SIGGRAPH
Id: zs0oYjwjNEo
Channel Id: undefined
Length: 217min 34sec (13054 seconds)
Published: Sun Jul 24 2016
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