This Friday I gave a talk on Digital Dragons 2014.

It was a presentation with tons of new, unpublished content and details about our:

Global Illumination solution – full description of baking process, storing data in 2D textures and runtime application

Temporal supersampled SSAO

Multi resolution ambient occlusion by adding “World Ambient Occlusion” (Assassin’s Creed 3 technique)

Procedural rain ripple effect using compute and geometry shaders

Wet surfaces materials approximation

How we used screenspace reflections to enhance look of wet surfaces

GPU driven rain simulation

Tons of videos and debug displays of every effect and procedural textures!

If you have seen my GDC 2014 talk, then probably still there is lots of new content for you – I tried to avoid reusing my GDC talk contents as much as possible.

Here (and on publications page) are my slides for Digital Dragons 2014 conference:

PPTX Version, 226MB – but worth it (tons of videos!)

PPTX Version with extremely compressed videos, 47MB

PDF Version with sparse notes, 6MB

PDF Version, no notes, 7MB