Wednesday, April 18, 2007

Frostbite engine screenshots "leaked"

Looks like someone has run a PDF image extractor on my Frostbite GDC talk and spread them around the tubes. Not really what we intended, but they are good screenshots and they were semi-public already (inside PDF on amd.com) so what the heck :)

Here they are:
















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Free Image Hosting at www.ImageShack.us

Free Image Hosting at www.ImageShack.us

Free Image Hosting at www.ImageShack.us


Found a couple of sites/forums commenting them, always amusing to read:
TeamXbox forum, Xboxyde, TalkXbox.com, FZ.se

Saturday, March 31, 2007

My Frostbite Rendering GDC presentation is online

Mine and Natasha Tartarchuk's GDC session "Frostbite Rendering Architecture and Real-Time Procedural Shading & Texturing Techniques" together with the other AMD and AMD sponsored sessions are now up on the AMD/ATI Technical Publications page.

Here is a direct link to the presentation PDF

We merged together our 2 seperate slides 20 minutes before the session in the actual lecture room, so excuse us if the picture layout is a bit chaotic in some slides :)

Talking at GDC was a very good learning experience, a bit scary to stand and talk in front of 200+ other game developers but it went quite well and got some good feedback.

Next up will be the Advanced Real-Time Rendering in 3D Graphics and Games course at Siggraph 2007 in August were I will talk about more of the technical details of our terrain & undergrowth rendering methods (Procedural Shader Splatting).

Wednesday, February 28, 2007

We've finally released the Battlefield: Bad Company teaser

Marketing finally released the movie of the in-engine teaser we created for Battlefield: Bad Company a while ago. This is the same movie I showed at SIGRAD a few months ago as part of my Frostbite presentation.

It is exclusive for Xbox Live Marketplace for now but it has already spread to websites such as Xboxyde (SD version), Xboxyde (720p version), Youtube and Google Video.

The HD version seems to have been quite heavily compressed, I'm sure some other site will release a better version pretty soon.

For the technically interested, yes this is real-time footage from within our new Frostbite engine. It is a 720p direct feed captured from a Xbox 360 devkit running at about 25 fps with no additional offline post-processing or such.


Here a few interesting / funny initial comments about it that I found on various sites and forums:

"omg that was awesome.. even my gf liked it lol"

"This is D.I.C.E we are talking about here. Rallysport Challenge D.I.C.E."

"thats a bad ass trailer, best Ive seen in a while. Getting bit sick of pre-rendered "wanna be" movie feature type of trailers telling me nothing about gameplay itself. At leats in this one I know I can blow up...everything :)"

"shit yeah!!!! i love all the battlefield games and my god i will LOVE this one too."

"Hahaha, that friggin' owns! Can't wait for this one."

"Very nice teaser! I wonder if this kind of humour will make presence in-game though. I hope so! Anyways, it looks like a nice game, plus we'll be able to blow up "anythang!" LOL"

"THAT was pretty damn impressive - it's all the pics we've seen, but really in motion, really smooth, with destructable environments - AND it's Battlefield, so it's gonna be with lots of guys and vehicles... love it, love it!

Battlefield is the second of only two francises I still love on PC, and I'm glad to really see the visuals (and hopefully also the gameplay) jump with this one - good old DICE!"

"Well considering these are in part some of the guys behind Rallisport 2, or so I heard, I'm not really surprised it looks great. RSC2 still is one of the best looking racer ever, even compared to some next-gen ones."

"Yup, lead programmer for RSC series and BF Bad Company is the same guy :)"

"Real-time greatness, finally the first next-gen Battlefield game."

Actually the lead programmer for Rallisport and BFBC isn't the same, but there are quite a few key people from both RSC and BF2, myself included, working on both BFBC and Frostbite. We have a very good team, which I hope shows.

Friday, November 24, 2006

SIGRAD Frostbite presentation over

The keynote presentation I held at SIGRAD 2006 (mentioned earlier) last wednesday went really well and was very much appreciated by the (mostly) students, teachers and professors at the conference which is fun.

Before the presentation we showed an in-game captured movie from a Battlefield: Bad Company build (Xbox 360) that also was very well received. Happend to be the world-wide premiere of any moving pictures from both BFBC and Frostbite which is kinda cool :) The movie should be released to the public very soon now.

I'm going to look into if it is possible to release the presentation as well, it's very technical and quite text-heavy so could be a good read for people interested in rendering and/or engine architecture.

Since the presentation went so well, and wasn't as difficult as I first thought it would be, I will most likley try to get a presentation together for GDC or SIGGRAPH next year of a Frostbite system or technique. That would be even more fun.

Sunday, November 19, 2006

SIGRAD speech: Frostbite Rendering Architecture


I'm holding the keynote speech at SIGRAD'06 next week on the November the 22 about the rendering architecture of our new Frostbite engine and Battlefield: Bad Company!

From the conference poster:

The keynote speech for SIGRAD’06 is about rendering technology used in the current generation of game engines. Torbjörn Söderman (Lead Rendering Programmer) will talk about the history of rendering technology in the game industry and Johan Andersson (Rendering Architect) will give an overview of the architecture and rendering systems of DICE’s new Frostbite engine that powers the upcoming Battlefield: Bad Company for the Xbox 360 and PlayStation 3.

It's a pretty small local graphics conference but I've never really held any kind of presentation of this scale outside DICE before so I'm sure it will be interesting and a good experience. If it goes well and is appreciated I'll probably try to do a talk for GDC or SIGGRAPH next year.

Back to the preparations..