The latest News & updates from our Game Developers - Frostbite (2024)

Table of Contents
EA presents on graphics, gameplay, and generative tech at GDC 2024 Announcing a new look and vision for EA's Frostbite engine Procedural Terrain in EA SPORTS PGA Tour Creating Need for Speed: Unbound's Signature Style Frostbite Presents at GDC 2023 Frostbite Presents at GDC and SIGGRAPH 2021 Bringing the Power of Frostbite to the Nintendo Switch Discover Frostbite’s Quad Mesh Simplification How Frostbite is Advancing the Future of Hair Rendering Technology Frostbite Hair Rendering and Simulation - Part 2 Frostbite Hair Rendering and Simulation 9 Things Learned While Building Frostbite’s Cinematic Tools Interactive Light Map and Irradiance Volume Preview in Frostbite A Tale of Three Data Schemas Precomputed Global Illumination in Frostbite Frostbite GPU Emitter Graph System Real-time Raytracing for Interactive Global Illumination Workflows Circular Separable Convolution Depth of Field Cloth Self Collision with Predictive Contacts Physically Based Sky, Atmosphere & Cloud Rendering - Frostbite High Dynamic Range color grading and display in Frostbite - Frostbite 4K Checkerboard in Battlefield 1 and Mass Effect Andromeda - Frostbite Lighting the City of Glass - Frostbite Photogrammetry and Star Wars Battlefront - Frostbite Rendering Battlefield 4 with Mantle - Frostbite Physically-based & Unified Volumetric Rendering in Frostbite - Frostbite Stochastic Screen-Space Reflections - Frostbite The Rendering Pipeline - Challenges & Next Steps - Frostbite Frostbite on Mobile - Frostbite Surface data on dynamic topologies - Frostbite Per-face parameterization for Texture Mapping of Geometry in Real-Time - Fr… Moving Frostbite to PBR - Frostbite Mantle for Developers - Frostbite Terrain Rendering in Frostbite using Procedural Shader Splatting - Frostbit… Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scat… SPU Based Deferred Shading in Battlefield 3 for Playstation 3 - Frostbite Stable SSAO in Battlefield 3 with Selective Temporal Filtering - Frostbite Shiny PC Graphics in Battlefield 3 - Frostbite Battlefield 4 + Frostbite + Mantle - Frostbite Adaptive Hardware-accelerated Terrain Tessellation - Frostbite 5 major challenges in real-time rendering - Frostbite Terrain in Battlefield 3: A Modern, Complete and Scalable System - Frostbit… Realtime Interactive Water Waves - Frostbite More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed… DirectX 11 Rendering in Battlefield 3 - Frostbite Lighting you up in Battlefield 3 - Frostbite Culling the Battlefield Data Oriented Design in Practice - Frostbite Executable Bloat How it happens and how we can fight it - Frostbite Introduction to Data Oriented Design - Frostbite Scope Stack Allocation - Frostbite Destruction Masking in Frostbite 2 using Volume Distance Fields - Frostbite A Real-time Radiosity Architecture - Frostbite 5 Major Challenges in Interactive Rendering - Frostbite Bending the Graphics Pipeline - Frostbite Parallel Futures of a Game Engine v2.0 - Frostbite Advanced Real-time Post-Processing using GPGPU techniques - Frostbite Parallel Graphics in Frostbite – Current Future - Frostbite How HDR Audio Makes Battlefield: Bad Company Go BOOM - Frostbite Shadows Decals: D3D10 techniques from Frostbite - Frostbite The Intersection of Game Engines and GPUs Current & Future - Frostbite Audio for Multiplayer & Beyond - Frostbite Frostbite Rendering Architecture and Real-time Procedural Shading Texturing… References

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

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

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

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

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

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

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

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
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The latest News & updates from our Game Developers - Frostbite (2024)

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