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umbra-software documents
Technology
Visibility Optimization for Games
Technology
Siggraph 2011: Occlusion culling in Alan Wake
Technology
Umbra Ignite 2015: Rulon Raymond – The State of Skinning – a dive into modern approaches to model skinning
Technology
GDC2014: Boosting your ARM mobile 3D rendering performance with Umbra
Technology
Umbra Ignite 2015: Alex Evans – Learning from failure – prototypes, R&D, iteration and arriving at great by throwing away lots of almost-great
Technology
Umbra Ignite 2015: – Remy Chinchilla & Kevin Cerdà AAA indie production for Agile Sharks
Technology
Umbra Ignite 2015: Balázs Török – The blanket that’s always too short
Technology
GDC16: Arbitrary amount of 3D data running on Gear VR by Vinh Truong
Technology
GDC16: Improving geometry culling for Deus Ex: Mankind Divided by Nicolas Trudel
Technology
Umbra Ignite 2015: Graham Wihlidal – Adapting a technology stream to ever-evolving console platforms, game designs, and opposing game genres
Technology
Umbra Ignite 2015: Jérémy Virga – Dishonored 2 rendering engine architecture overview – moving to multitasking
Technology
Umbra Ignite 2015: Thor Gunnarsson & Reynir Hardarson – Nailing AAA quality in VR: a creative game plan tailored to the platform / the market realities of VR in year one