Fast GPU-based Scene Analysis and Post-Processing

Presentation from Gamefest 2010
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      The latest games use increasingly intensive scene post-processing techniques to deliver amazing visuals. Many of these techniques have traditionally required scene analysis on the CPU to drive adjustments to post-processing settings in a realistic way. This presentation demonstrates the use of a GPU-based sort to enable additional control of such post-processing, as well as prevent costly CPU synchronization and analysis. A variety of new postprocessing effects that can be achieved will be demonstrated as well. This technique works well on Xbox 360 and scales nicely on all modern shader hardware.
  • Supported Operating Systems:

    Windows 7

      Powerpoint, WMA Audio
    • Powerpoint presentation and WMA audio

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