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Video: Making games look like movies, circa GDC 2004
procedural shaders 2004 GDC.png
February 3, 2014 | By GDC Staff

February 3, 2014 | By GDC Staff
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"With the current programmable graphics hardware and floating point pipeline, we could leverage a lot of shading and rendering techniques from the cinematic world for use in our games."
In this free GDC Vault video from GDC 2004, Arcot Preetham from ATI (quoted above) and Hector Yee and David Hart from PDI/Dreamworks discuss how movie shaders -- like those used in the Shrek series -- and real-time shaders in games like Jak 2 differ, and which shader techniques are transferrable from movies to games, in the talk "Procedural Shaders: A Feature Animation Perspective."

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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