Rendering Tiny Glades With Entirely Too Much Ray Marching

Graphics Programming ConferenceLength: 59 minutesComputer graphics & rendering

In brief

A Graphics Programming Conference talk on how the game Tiny Glade renders meadows, trees and player-built castles. It covers real-time global illumination, tilt-shift depth of field, stable shadows with continuous time of day, ray marching and GPU-driven rendering on old hardware.