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Eidos-Montréal

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Eidos-Montréal

  • Real-Time Fluid Simulation in Shadow of the Tomb Raider

    Senior Graphics Programmer Peter Sikachev details the fluid simulation used in Shadow of the Tomb Raider.

  • Depth Proxy Transparency Rendering

    The challenge of rendering transparent objects in video games

  • Hitman Ocean Technology

    Creating a believable ocean water surface

  • Deferred+: Next-Gen Culling and Rendering for Dawn Engine

    by JN Bucci & H. Doghramachi