Crytek on Dx12/Vulkan

Couple of interesting points to consider:
Physically Based Rendering (using real world numbers to render materials - example
Photogrammetry (The fundamental principle used by photogrammetry is triangulation. By taking photographs from at least two different locations, so-called “lines of sight” can be developed from each camera to points on the object. These lines of sight (sometimes called rays owing to their optical nature) are mathematically intersected to produce the 3-dimensional coordinates of the points of interest.)
Ray Tracing in videogames
New way of doing Global Illumination by voxel tracing to light the scene.
Dynamic Tessellation

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