filmov
tv
Angelo Pesce - Rendering the Metaverse across Space and Time
Показать описание
This session will discuss the technology of a hyper-scalable rendering system, capable of delivering 3d worlds across a wide variety of devices (mobile, desktop, consoles) and APIs (OpenGL ES2, ES3, Vulkan, Metal, DirectX9, 10 and 11...).
We will also talk about the design issues that arise when instead of a single game, we engineer on a service or platform that continuously evolves in time.
Roblox is a platform for creativity where users can create games and participate in other people's creations. It was founded more than a decade ago, and since then managed to continuously upgrade its rendering without creating a branch in the exposed world APIs.
Speaker's bio:
Angelo Pesce currently serves as an Engineering Director for Roblox where he heads the game engine rendering team. His interest in Computer Graphics started in his teens by joining the demoscene community. In the past he has worked on rendering solutions for companies such as Milestone, Electronic Arts, Capcom, Relic Entertainment and served as a Technical Director in Activision's Central Technology group.
We will also talk about the design issues that arise when instead of a single game, we engineer on a service or platform that continuously evolves in time.
Roblox is a platform for creativity where users can create games and participate in other people's creations. It was founded more than a decade ago, and since then managed to continuously upgrade its rendering without creating a branch in the exposed world APIs.
Speaker's bio:
Angelo Pesce currently serves as an Engineering Director for Roblox where he heads the game engine rendering team. His interest in Computer Graphics started in his teens by joining the demoscene community. In the past he has worked on rendering solutions for companies such as Milestone, Electronic Arts, Capcom, Relic Entertainment and served as a Technical Director in Activision's Central Technology group.