Frostbite
SPU Based Deferred Shading in Battlefield 3 for Playstation 3
GDC 2011
This session presents a detailed programmer oriented overview of our SPU based shading system implemented in DICEs Frostbite 2 engine and how it enables more visually rich environments in BATTLEFIELD 3 and better performance over traditional GPU-only based renderers. We explain in detail how our SPU Tile-based deferred shading system is implemented, and how it supports rich material variety, High Dynamic Range Lighting, and large amounts of light sources of different types through an extensive set of culling, occlusion and optimization techniques.
Culling the Battlefield: Data Oriented Design in Practice from DICE
![](https://media.contentapi.ea.com/content/dam/eacom/en-us/common/white-bg-ea-bg-global-white-xl.png.adapt.320w.png)
Related News
The Journey of Battlefield 2042 Continues
Battlefield 2042
Jul 18, 2024
Proud Voices: What Pride Means To Our Employees
Electronic Arts Inc.
Jul 2, 2024
Invasive Plants vs. Frosties: saving our planet, one plant at a time
Electronic Arts Inc.
Jun 27, 2024