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The latest News & updates from our Game Developers - Frostbite

The latest News & updates from our Game Developers - Frostbite Home THE ENGINE GAMES NEWS JOB OPENINGS THE ENGINE GAMES NEWS JOB OPENINGS NEWS All Publications News Blog EA Presents at SIGGRAPH 2024 With SEED, Frostbite, and EA SPORTS. Electronic Arts Inc., SEED, Frostbite Jul 29, 2024 Contributors from SEED, Frostbite, and EA SPORTS share exciting advancements at SIGGRAPH 2024. See the preview here. Learn More EA presents on graphics, gameplay, and generative tech at GDC 2024 Electronic Arts Inc., SEED, Frostbite Mar 12, 2024 Don’t miss these GDC 2024 talks from Electronic Arts engineers, scientists, and technical artists. Learn More Announcing a new look and vision for EA's Frostbite engine Frostbite, Electronic Arts Inc. Dec 18, 2023 Electronic Arts’ 2024 Frostbite rebrand signals a new, more collaborative era for its cutting-edge game engine. Learn More Procedural Terrain in EA SPORTS PGA Tour EA Technology, Frostbite May 15, 2023 How Procedural Tools are Reshaping Terrain Workflows, empowered by the Frostbite Engine. Combining non-destructive workflows with LiDAR 3D scans from drones. Learn More Creating Need for Speed: Unbound's Signature Style EA Technology, Frostbite Apr 21, 2023 Adonis Stevenson, VFX Director at Criterion Games, explores the stylized VFX of Need for Speed: Unbound in his GDC 2023 talk. Learn More Frostbite Presents at GDC 2023 EA Technology, Frostbite Apr 19, 2023 See Frostbite's powerful terrain tools in action, learn about feedback-driven development methods, and more from this year's GDC talks. Learn More Frostbite Presents at GDC and SIGGRAPH 2021 Frostbite Sep 2, 2021 The Frostbite team recently presented at SIGGRAPH and GDC 2021, sharing some of their latest and most exciting work. Learn More Bringing the Power of Frostbite to the Nintendo Switch Frostbite May 28, 2021 The Plants vs. Zombies game team partnered with the Frostbite team to bring the best version of the game to the Nintendo Switch. Learn More Discover Frostbite’s Quad Mesh Simplification Frostbite Mar 13, 2021 A common solution for improving rendering performance in gaming is the use of models with varying levels of detail or LODs for short. Learn More How Frostbite is Advancing the Future of Hair Rendering Technology Frostbite Dec 10, 2020 For the past few years, the Frostbite engine team at EA has been working on a next-generation “strand hair” system to help game developers deliver more realistic experiences to players. Learn More Frostbite Hair Rendering and Simulation - Part 2 Frostbite Aug 4, 2019 An in-depth view into one area of Frostbite's research: hair rendering and simulation. Part 2 Learn More Frostbite Hair Rendering and Simulation Frostbite May 21, 2019 An in-depth view into one area of Frostbite's research: hair rendering and simulation. Learn More 9 Things Learned While Building Frostbite’s Cinematic Tools Frostbite Apr 14, 2019 The Frostbite Vancouver has been building cinematic tools for all of EA's games and along the way, they've learned a few things. Learn More Interactive Light Map and Irradiance Volume Preview in Frostbite Frostbite Feb 15, 2019 The Frostbite Rendering team contributed with a chapter about the real-time global illumination preview system available in Frostbite Learn More A Tale of Three Data Schemas Frostbite Apr 25, 2018 Talk by Ludovic Chabant at GDC 2018 Learn More Precomputed Global Illumination in Frostbite Frostbite Apr 18, 2018 Talk by Yuriy O'Donnell at GDC 2018 Learn More Frostbite GPU Emitter Graph System Frostbite Apr 12, 2018 Talk by Sébastien Hillaire (Frostbite) and Anders Egleus (DICE) at GDC 2018 Learn More Real-time Raytracing for Interactive Global Illumination Workflows Frostbite Apr 4, 2018 Talk by Sébastien Hillaire at GDC 2018 Learn More Circular Separable Convolution Depth of Field Frostbite Mar 27, 2018 Talk by Kleber Garcia at GDC 2018 Learn More Cloth Self Collision with Predictive Contacts Frostbite Mar 20, 2018 Talk by Chris Lewin at GDC 2018 Learn More Physically Based Sky, Atmosphere & Cloud Rendering - Frostbite Frostbite Jul 28, 2017 Talk by Sebastien Hillaire at SIGGRAPH 2016 in the Physically Based Shading in Theory and Practice course. Learn More High Dynamic Range color grading and display in Frostbite - Frostbite Frostbite Mar 9, 2017 Talk by Alex Fry at GDC 2017. This talk presents the approach Frostbite took to add support for HDR displays. Learn More 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda - Frostbite Frostbite Mar 4, 2017 Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017. Learn More Lighting the City of Glass - Frostbite Electronic Arts Inc., Frostbite Apr 6, 2016 Presentation by Fabien Christin from DICE at GDC 2016. Learn More Photogrammetry and Star Wars Battlefront - Frostbite Electronic Arts Inc., Frostbite Mar 29, 2016 Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016. Learn More Rendering Battlefield 4 with Mantle - Frostbite Electronic Arts Inc., Frostbite Aug 20, 2015 The Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 Learn More Stochastic Screen-Space Reflections - Frostbite Electronic Arts Inc., Frostbite Aug 20, 2015 Talk by Tomasz Stachowiak at SIGGRAPH 2015 in the Advances in Real-time Rendering course. Learn More The Rendering Pipeline - Challenges & Next Steps - Frostbite Frostbite, Electronic Arts Inc. Aug 20, 2015 Technical talk by Graham Wihlidal at GDC 2016. Learn More Physically-based & Unified Volumetric Rendering in Frostbite - Frostbite Electronic Arts Inc., Frostbite Aug 20, 2015 Talk by Sebastien Hillaire at SIGGRAPH 2015 in the Advances in Real-time Rendering course. Learn More Frostbite on Mobile - Frostbite Electronic Arts Inc., Frostbite Aug 20, 2015 Presentation by Niklas Nummelin at SIGGRAPH 2015 course Moving Mobile Graphics. Learn More Surface data on dynamic topologies - Frostbite Electronic Arts Inc., Frostbite Jan 28, 2015 Master thesis by Andreas Tarandi (KTH Royal Institute of Technology) done at DICE. Learn More Per-face parameterization for Texture Mapping of Geometry in Real-Time - Fr… Electronic Arts Inc., Frostbite Nov 18, 2014 Master thesis by Johan Beck-Norén (Linköping University) done at DICE in Frostbite. Learn More Moving Frostbite to PBR - Frostbite Electronic Arts Inc., Frostbite Nov 3, 2014 Course presentation at SIGGRAPH 2014 by Charles de Rousiers & Sébastian Lagarde about transitioning Frostbite to physically-based rendering. Learn More Mantle for Developers - Frostbite Electronic Arts Inc., Frostbite Nov 15, 2013 Keynote presentation about Mantle, a low-level graphics API, by Johan Andersson at AMD’s Developer Summit 2013 (APU13). Learn More Shiny PC Graphics in Battlefield 3 - Frostbite Electronic Arts Inc., Frostbite Sep 26, 2013 Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA Learn More SPU Based Deferred Shading in Battlefield 3 for Playstation 3 - Frostbite Electronic Arts Inc., Frostbite Sep 26, 2013 This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICEs Frostbite 2 engine Learn More Terrain Rendering in Frostbite using Procedural Shader Splatting - Frostbit… Electronic Arts Inc., Frostbite Sep 26, 2013 SIGGRAPH 2009 Learn More Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scat… Frostbite, Electronic Arts Inc. Sep 26, 2013 In real-time computer graphics, the interaction of light and matter is often reduced to local reflection described by BRDFs. Learn More Stable SSAO in Battlefield 3 with Selective Temporal Filtering - Frostbite Electronic Arts Inc., Frostbite Sep 26, 2013 Battlefield 3 renders its Screen-Space Ambient Occlusion SSAO using the Horizon-Based Ambient Occlusion HBAO algorithm. Learn More Battlefield 4 + Frostbite + Mantle - Frostbite Frostbite, Electronic Arts Inc. Sep 26, 2013 Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA Learn More Adaptive Hardware-accelerated Terrain Tessellation - Frostbite Frostbite, Electronic Arts Inc. Feb 2, 2013 In this master thesis report, a scheme for adaptive hardware tessellation is presented. Learn More 5 major challenges in real-time rendering - Frostbite Frostbite Aug 24, 2012 Conference: SIGGRAPH 2012 Learn More Terrain in Battlefield 3: A Modern, Complete and Scalable System - Frostbit… Electronic Arts Inc., Frostbite Mar 25, 2012 In the session from GDC 2011, well take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. Learn More Realtime Interactive Water Waves - Frostbite Electronic Arts Inc., Frostbite Feb 2, 2012 In this master thesis report a new method for simulating waters surface waves is presented. Learn More More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed… Electronic Arts Inc., Frostbite Aug 15, 2011 SIGGRAPH 2011 Talk in the Advances in Real-time Rendering course. Learn More DirectX 11 Rendering in Battlefield 3 - Frostbite Electronic Arts Inc., Frostbite Apr 14, 2011 A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Learn More Lighting you up in Battlefield 3 - Frostbite Electronic Arts Inc., Frostbite Mar 25, 2011 This session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine. Learn More Culling the Battlefield Data Oriented Design in Practice - Frostbite Frostbite, Electronic Arts Inc. Mar 4, 2011 This talk will highlight the evolution of the object culling system used in the Frostbite engine over the years. Learn More Executable Bloat How it happens and how we can fight it - Frostbite Electronic Arts Inc., Frostbite Mar 2, 2011 Presentation about bloated executables due to large code size, how it happens and how we can fight it. Learn More Introduction to Data Oriented Design - Frostbite Electronic Arts Inc., Frostbite Nov 12, 2010 Gives an introduction to what Data-Oriented Design is and what the benefits are. Learn More Scope Stack Allocation - Frostbite Electronic Arts Inc., Frostbite Nov 5, 2010 Goes into detail about Scope Stacks, which are a systems programming tool for memory layout. Learn More Destruction Masking in Frostbite 2 using Volume Distance Fields - Frostbite Frostbite, Electronic Arts Inc. Aug 23, 2010 Learn More A Real-time Radiosity Architecture - Frostbite Frostbite, Electronic Arts Inc. Aug 22, 2010 oint talk with DICE and Geomerics about real-time radiosity in Frostbite 2 using Enlighten. Learn More 5 Major Challenges in Interactive Rendering - Frostbite Frostbite Aug 20, 2010 Learn More Bending the Graphics Pipeline - Frostbite Frostbite, Electronic Arts Inc. Aug 12, 2010 SIGGRAPH 2010 Learn More Parallel Futures of a Game Engine v2.0 - Frostbite Electronic Arts Inc., Frostbite May 2, 2010 Learn More Advanced Real-time Post-Processing using GPGPU techniques - Frostbite Frostbite, Electronic Arts Inc. Nov 2, 2009 Post-processing techniques are used to change a rendered image as a last step before presentation Learn More Parallel Graphics in Frostbite – Current Future - Frostbite Electronic Arts Inc., Frostbite Aug 2, 2009 SIGGRAPH 2009 Learn More How HDR Audio Makes Battlefield: Bad Company Go BOOM - Frostbite Electronic Arts Inc., Frostbite Apr 2, 2009 This session presents a detailed overview of High Dynamic Range Audio as implemented in DICEs Frostbite engine. Learn More Shadows Decals: D3D10 techniques from Frostbite - Frostbite Electronic Arts Inc., Frostbite Apr 1, 2009 GDC 2009 Learn More The Intersection of Game Engines and GPUs Current & Future - Frostbite Electronic Arts Inc., Frostbite May 2, 2008 Game engines have long been in the forefront of real-time graphics working in symbiosis with GPU hardware. Learn More Audio for Multiplayer & Beyond - Frostbite Frostbite, Electronic Arts Inc. May 2, 2008 Mixing Case Studies from Battlefield: Bad Company & Frostbite. Learn More Frostbite Rendering Architecture and Real-time Procedural Shading Texturing… Frostbite, Electronic Arts Inc. Apr 1, 2007 GDC 2007 Learn More Load More Interactive Light Map and Irradiance Volume Preview in Frostbite Frostbite Feb 15, 2019 The Frostbite Rendering team contributed with a chapter about the real-time global illumination preview system available in Frostbite Learn More A Tale of Three Data Schemas Frostbite Apr 25, 2018 Talk by Ludovic Chabant at GDC 2018 Learn More Precomputed Global Illumination in Frostbite Frostbite Apr 18, 2018 Talk by Yuriy O'Donnell at GDC 2018 Learn More Frostbite GPU Emitter Graph System Frostbite Apr 12, 2018 Talk by Sébastien Hillaire (Frostbite) and Anders Egleus (DICE) at GDC 2018 Learn More Real-time Raytracing for Interactive Global Illumination Workflows Frostbite Apr 4, 2018 Talk by Sébastien Hillaire at GDC 2018 Learn More Circular Separable Convolution Depth of Field Frostbite Mar 27, 2018 Talk by Kleber Garcia at GDC 2018 Learn More Cloth Self Collision with Predictive Contacts Frostbite Mar 20, 2018 Talk by Chris Lewin at GDC 2018 Learn More Physically Based Sky, Atmosphere & Cloud Rendering - Frostbite Frostbite Jul 28, 2017 Talk by Sebastien Hillaire at SIGGRAPH 2016 in the Physically Based Shading in Theory and Practice course. Learn More High Dynamic Range color grading and display in Frostbite - Frostbite Frostbite Mar 9, 2017 Talk by Alex Fry at GDC 2017. This talk presents the approach Frostbite took to add support for HDR displays. Learn More 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda - Frostbite Frostbite Mar 4, 2017 Talk by Graham Wihlidal (Frostbite Labs) at GDC 2017. Learn More Lighting the City of Glass - Frostbite Electronic Arts Inc., Frostbite Apr 6, 2016 Presentation by Fabien Christin from DICE at GDC 2016. Learn More Photogrammetry and Star Wars Battlefront - Frostbite Electronic Arts Inc., Frostbite Mar 29, 2016 Presentation by Andrew Hamilton and Ken Brown from DICE at GDC 2016. Learn More Rendering Battlefield 4 with Mantle - Frostbite Electronic Arts Inc., Frostbite Aug 20, 2015 The Frostbite 3 game engine is using the low-level graphics API Mantle to deliver significantly improved performance in Battlefield 4 Learn More The Rendering Pipeline - Challenges & Next Steps - Frostbite Frostbite, Electronic Arts Inc. Aug 20, 2015 Technical talk by Graham Wihlidal at GDC 2016. Learn More Stochastic Screen-Space Reflections - Frostbite Electronic Arts Inc., Frostbite Aug 20, 2015 Talk by Tomasz Stachowiak at SIGGRAPH 2015 in the Advances in Real-time Rendering course. Learn More Physically-based & Unified Volumetric Rendering in Frostbite - Frostbite Electronic Arts Inc., Frostbite Aug 20, 2015 Talk by Sebastien Hillaire at SIGGRAPH 2015 in the Advances in Real-time Rendering course. Learn More Frostbite on Mobile - Frostbite Electronic Arts Inc., Frostbite Aug 20, 2015 Presentation by Niklas Nummelin at SIGGRAPH 2015 course Moving Mobile Graphics. Learn More Surface data on dynamic topologies - Frostbite Electronic Arts Inc., Frostbite Jan 28, 2015 Master thesis by Andreas Tarandi (KTH Royal Institute of Technology) done at DICE. Learn More Per-face parameterization for Texture Mapping of Geometry in Real-Time - Fr… Electronic Arts Inc., Frostbite Nov 18, 2014 Master thesis by Johan Beck-Norén (Linköping University) done at DICE in Frostbite. Learn More Moving Frostbite to PBR - Frostbite Electronic Arts Inc., Frostbite Nov 3, 2014 Course presentation at SIGGRAPH 2014 by Charles de Rousiers & Sébastian Lagarde about transitioning Frostbite to physically-based rendering. Learn More Mantle for Developers - Frostbite Electronic Arts Inc., Frostbite Nov 15, 2013 Keynote presentation about Mantle, a low-level graphics API, by Johan Andersson at AMD’s Developer Summit 2013 (APU13). Learn More Shiny PC Graphics in Battlefield 3 - Frostbite Electronic Arts Inc., Frostbite Sep 26, 2013 Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA Learn More Terrain Rendering in Frostbite using Procedural Shader Splatting - Frostbit… Electronic Arts Inc., Frostbite Sep 26, 2013 SIGGRAPH 2009 Learn More Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scat… Frostbite, Electronic Arts Inc. Sep 26, 2013 In real-time computer graphics, the interaction of light and matter is often reduced to local reflection described by BRDFs. Learn More Battlefield 4 + Frostbite + Mantle - Frostbite Frostbite, Electronic Arts Inc. Sep 26, 2013 Technical talk from the AMD GPU14 Tech Day by Johan Andersson in the Frostbite team at DICE/EA Learn More SPU Based Deferred Shading in Battlefield 3 for Playstation 3 - Frostbite Electronic Arts Inc., Frostbite Sep 26, 2013 This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICEs Frostbite 2 engine Learn More Stable SSAO in Battlefield 3 with Selective Temporal Filtering - Frostbite Electronic Arts Inc., Frostbite Sep 26, 2013 Battlefield 3 renders its Screen-Space Ambient Occlusion SSAO using the Horizon-Based Ambient Occlusion HBAO algorithm. Learn More Adaptive Hardware-accelerated Terrain Tessellation - Frostbite Frostbite, Electronic Arts Inc. Feb 2, 2013 In this master thesis report, a scheme for adaptive hardware tessellation is presented. Learn More 5 major challenges in real-time rendering - Frostbite Frostbite Aug 24, 2012 Conference: SIGGRAPH 2012 Learn More Terrain in Battlefield 3: A Modern, Complete and Scalable System - Frostbit… Electronic Arts Inc., Frostbite Mar 25, 2012 In the session from GDC 2011, well take a complete look at the terrain system in Frostbite 2 as it was applied in Battlefield 3. Learn More Realtime Interactive Water Waves - Frostbite Electronic Arts Inc., Frostbite Feb 2, 2012 In this master thesis report a new method for simulating waters surface waves is presented. Learn More More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed… Electronic Arts Inc., Frostbite Aug 15, 2011 SIGGRAPH 2011 Talk in the Advances in Real-time Rendering course. Learn More DirectX 11 Rendering in Battlefield 3 - Frostbite Electronic Arts Inc., Frostbite Apr 14, 2011 A technical deep dive into the DX11 rendering in Battlefield 3, the first title to use the new Frostbite 2 Engine. Learn More Lighting you up in Battlefield 3 - Frostbite Electronic Arts Inc., Frostbite Mar 25, 2011 This session presents a detailed overview of the new lighting system implemented in DICEs Frostbite 2 engine. Learn More Culling the Battlefield Data Oriented Design in Practice - Frostbite Frostbite, Electronic Arts Inc. Mar 4, 2011 This talk will highlight the evolution of the object culling system used in the Frostbite engine over the years. Learn More Executable Bloat How it happens and how we can fight it - Frostbite Electronic Arts Inc., Frostbite Mar 2, 2011 Presentation about bloated executables due to large code size, how it happens and how we can fight it. Learn More Introduction to Data Oriented Design - Frostbite Electronic Arts Inc., Frostbite Nov 12, 2010 Gives an introduction to what Data-Oriented Design is and what the benefits are. Learn More Scope Stack Allocation - Frostbite Electronic Arts Inc., Frostbite Nov 5, 2010 Goes into detail about Scope Stacks, which are a systems programming tool for memory layout. Learn More Destruction Masking in Frostbite 2 using Volume Distance Fields - Frostbite Frostbite, Electronic Arts Inc. Aug 23, 2010 Learn More A Real-time Radiosity Architecture - Frostbite Frostbite, Electronic Arts Inc. Aug 22, 2010 oint talk with DICE and Geomerics about real-time radiosity in Frostbite 2 using Enlighten. Learn More 5 Major Challenges in Interactive Rendering - Frostbite Frostbite Aug 20, 2010 Learn More Bending the Graphics Pipeline - Frostbite Frostbite, Electronic Arts Inc. Aug 12, 2010 SIGGRAPH 2010 Learn More Parallel Futures of a Game Engine v2.0 - Frostbite Electronic Arts Inc., Frostbite May 2, 2010 Learn More Advanced Real-time Post-Processing using GPGPU techniques - Frostbite Frostbite, Electronic Arts Inc. Nov 2, 2009 Post-processing techniques are used to change a rendered image as a last step before presentation Learn More Parallel Graphics in Frostbite – Current Future - Frostbite Electronic Arts Inc., Frostbite Aug 2, 2009 SIGGRAPH 2009 Learn More How HDR Audio Makes Battlefield: Bad Company Go BOOM - Frostbite Electronic Arts Inc., Frostbite Apr 2, 2009 This session presents a detailed overview of High Dynamic Range Audio as implemented in DICEs Frostbite engine. Learn More Shadows Decals: D3D10 techniques from Frostbite - Frostbite Electronic Arts Inc., Frostbite Apr 1, 2009 GDC 2009 Learn More Audio for Multiplayer & Beyond - Frostbite Frostbite, Electronic Arts Inc. May 2, 2008 Mixing Case Studies from Battlefield: Bad Company & Frostbite. Learn More The Intersection of Game Engines and GPUs Current & Future - Frostbite Electronic Arts Inc., Frostbite May 2, 2008 Game engines have long been in the forefront of real-time graphics working in symbiosis with GPU hardware. Learn More Frostbite Rendering Architecture and Real-time Procedural Shading Texturing… Frostbite, Electronic Arts Inc. Apr 1, 2007 GDC 2007 Learn More Load More EA Presents at SIGGRAPH 2024 With SEED, Frostbite, and EA SPORTS. Electronic Arts Inc., SEED, Frostbite Jul 29, 2024 Contributors from SEED, Frostbite, and EA SPORTS share exciting advancements at SIGGRAPH 2024. See the preview here. Learn More EA presents on graphics, gameplay, and generative tech at GDC 2024 Electronic Arts Inc., SEED, Frostbite Mar 12, 2024 Don’t miss these GDC 2024 talks from Electronic Arts engineers, scientists, and technical artists. Learn More Announcing a new look and vision for EA's Frostbite engine Frostbite, Electronic Arts Inc. Dec 18, 2023 Electronic Arts’ 2024 Frostbite rebrand signals a new, more collaborative era for its cutting-edge game engine. Learn More Procedural Terrain in EA SPORTS PGA Tour EA Technology, Frostbite May 15, 2023 How Procedural Tools are Reshaping Terrain Workflows, empowered by the Frostbite Engine. Combining non-destructive workflows with LiDAR 3D scans from drones. Learn More Creating Need for Speed: Unbound's Signature Style EA Technology, Frostbite Apr 21, 2023 Adonis Stevenson, VFX Director at Criterion Games, explores the stylized VFX of Need for Speed: Unbound in his GDC 2023 talk. Learn More Frostbite Presents at GDC 2023 EA Technology, Frostbite Apr 19, 2023 See Frostbite's powerful terrain tools in action, learn about feedback-driven development methods, and more from this year's GDC talks. Learn More Frostbite Presents at GDC and SIGGRAPH 2021 Frostbite Sep 2, 2021 The Frostbite team recently presented at SIGGRAPH and GDC 2021, sharing some of their latest and most exciting work. Learn More Bringing the Power of Frostbite to the Nintendo Switch Frostbite May 28, 2021 The Plants vs. Zombies game team partnered with the Frostbite team to bring the best version of the game to the Nintendo Switch. Learn More Discover Frostbite’s Quad Mesh Simplification Frostbite Mar 13, 2021 A common solution for improving rendering performance in gaming is the use of models with varying levels of detail or LODs for short. Learn More How Frostbite is Advancing the Future of Hair Rendering Technology Frostbite Dec 10, 2020 For the past few years, the Frostbite engine team at EA has been working on a next-generation “strand hair” system to help game developers deliver more realistic experiences to players. Learn More Frostbite Hair Rendering and Simulation - Part 2 Frostbite Aug 4, 2019 An in-depth view into one area of Frostbite's research: hair rendering and simulation. Part 2 Learn More Frostbite Hair Rendering and Simulation Frostbite May 21, 2019 An in-depth view into one area of Frostbite's research: hair rendering and simulation. Learn More 9 Things Learned While Building Frostbite’s Cinematic Tools Frostbite Apr 14, 2019 The Frostbite Vancouver has been building cinematic tools for all of EA's games and along the way, they've learned a few things. Learn More Load More Bringing the Power of Frostbite to the Nintendo Switch Frostbite May 28, 2021 The Plants vs. Zombies game team partnered with the Frostbite team to bring the best version of the game to the Nintendo Switch. Learn More Discover Frostbite’s Quad Mesh Simplification Frostbite Mar 13, 2021 A common solution for improving rendering performance in gaming is the use of models with varying levels of detail or LODs for short. Learn More How Frostbite is Advancing the Future of Hair Rendering Technology Frostbite Dec 10, 2020 For the past few years, the Frostbite engine team at EA has been working on a next-generation “strand hair” system to help game developers deliver more realistic experiences to players. Learn More Frostbite Hair Rendering and Simulation - Part 2 Frostbite Aug 4, 2019 An in-depth view into one area of Frostbite's research: hair rendering and simulation. Part 2 Learn More Frostbite Hair Rendering and Simulation Frostbite May 21, 2019 An in-depth view into one area of Frostbite's research: hair rendering and simulation. 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