Next-gen challenges for mobile game rendering| Tobias Alexander Franke
Traditional and Neural Order-Independent Transparency| Tobias Alexander Franke
Authors: Tobias Alexander Franke and Royal O'Brien Most listeners know that Huawei isn’t just a mobile phone company. But many might not realize that it runs a global network of research institutes that are working on optimizing engine development. Tobias Alexander Franke, principal game engine architect at Huawei, talks with Royal about why the company prefers working with open source 3D engines over commercial 3D engines. Highlighting the benefits of different perspectives, he believes op...| Tobias Alexander Franke
Authors: Tobias Alexander Franke and Sandra O'Connell I have been interviewed by the Irish Times on the topic of the Metaverse, what it is, why one would be interested in it, the big problem it is supposed to solve and how it will affect our lives. In this interview, I give a sober analysis of the Metaverse, and my goal is to cut out the hype. Links: Irish Times Article Wayback Machine Archive| Tobias Alexander Franke
Leave no stylesheet alive I read a lot. I read a lot of papers for instance. They are easy to read, because they have a common format, by which I mean their appearance. This is achieved in the academic community largely by separating markup, the language that describes what - in an article - constitues a headline, a paragraph and so on, and the formatting of thosed marked up properties, through a common Latex template such as the SIGGRAPH acmtog or using common formatters for simpler markup l...| Tobias Alexander Franke
The web is terrible: Redux The screams are getting louder, but the solutions keep getting dumber. I know that my background as a graphics programmer is adding heavy bias to my point of view, but I really do not send data-oriented design lectures from Mike Acton to random Electron-app developers because I think their code is slow. Nevertheless, corporate web programmers have collectively given up on the notion that there is something called efficiency. (No time for a good rant? Go to the TL;DR...| Tobias Alexander Franke
Authors: Tobias Alexander Franke Cloud-based gaming services have seen varying success in practice. Where-as multiplayer games feature a wide variety of aspects which are hosted remotely, most games today run exclusively on one device and require the customer to adapt to new hardware requirements in regular cycles, usually tied to the current console generation. Streaming-based gaming services have in contrast failed so far, underestimating technological challenges as well as selling to the w...| Tobias Alexander Franke
Authors: Tobias Alexander Franke Implementing global illumination for games at scale (on mobile devices and up to high end PCs) is a hard problem. O3DE currently uses DDGI as a solution to provide both baked and real-time global illumination. However several key issues need to be addressed before this system is ready for production. In this talk I want to address those issues: Scalability and streaming Authoring with small or thin objects Probe aliasing Volume overlaps and blending Baking lar...| Tobias Alexander Franke
My name is Ozymandias In one of the more bizarre hiring encounters I’ve experienced, I sit together with my family at lunch when I receive a Twitter message followed by an email that can be paraphrased as Saw your online profile, would you be interested in joining Unity? A couple of weeks later I am in Copenhagen at the office. The atmosphere is relaxed, family-like even, and I am getting interviewed by someone called Joe. I am ignorant of course and do not realize this isn’t Joe Shmoe, b...| Tobias Alexander Franke
Authors: Veselin Efremov et al. and Tobias Alexander Franke The Heretic is a short film created by Unity’s Demo team. After debuting its first part at GDC 2019, the completed short is now available to watch in its entirety. The Unity Demo team’s mission is to push the boundaries of what is visually possible with Unity. With The Heretic, the team used every aspect of Unity’s High Definition Rendering Pipeline, created advanced effects with the VFX Graph, and undertook the challenge of cr...| Tobias Alexander Franke