Global Illumination in Tom Clancy's The Division
![](https://i.ytimg.com/vi/4BuvKotqpWo/mqdefault.jpg)
30:52
Efficient Texture Streaming in Titanfall 2
![](https://i.ytimg.com/vi/H1MLtML0np0/mqdefault.jpg)
47:37
Lessons Learned Creating UI for The Division
![](https://i.ytimg.com/vi/2GYXuM10riw/mqdefault.jpg)
33:54
Radiance Caching for Real-Time Global Illumination
![](https://i.ytimg.com/vi/3vtR-m0U7TY/mqdefault.jpg)
54:25
Finding Space For Sound: Acoustics in 'Avatar: Frontiers of Pandora'
![](https://i.ytimg.com/vi/ToCozpl1sYY/mqdefault.jpg)
47:27
GPU-Based Run-Time Procedural Placement in Horizon: Zero Dawn
![](https://i.ytimg.com/vi/k7sizxMamls/mqdefault.jpg)
49:24
Assassin's Creed Syndicate: London Wasn't Built in a Day
![](https://i.ytimg.com/vi/h1ocYFrtsM4/mqdefault.jpg)
47:39
SIGGRAPH 2021: Global Illumination Based on Surfels
![](https://i.ytimg.com/vi/Uea9Wq1XdA4/mqdefault.jpg)
47:39