Coffee, Code & Shaders: Real-Time Rendering Conversations

Geometry Rendering Pipeline Architecture at Activision


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Today we’re talking about Michal Drobot’s SIGGRAPH 2021 presentation for Infinity Ward, where he showed how they built a hybrid rendering pipeline using Forward+, Visibility+, and a unified geometry buffer to massively increase triangle counts per frame—making way for more detailed game worlds.


Watch Full Presentation:

https://youtu.be/NoTUzzmxPo0?si=S-AypZxJVgCOGGh8

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Coffee, Code & Shaders: Real-Time Rendering ConversationsBy Jacobo Ríos