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Jorge Jimenez – Graphics Programmer Blog | iryoku.com Reviews
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Jorge Jimenez – Graphics Programmer Blog | iryoku.com Reviews

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Homepage of Jorge Jimenez A.K.A. IRYOKU

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1

Jorge Jimenez – Next Generation Post Processing in Call of Duty: Advanced Warfare

http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare

Next Generation Post Processing in Call of Duty: Advanced Warfare. August 28, 2014. Proud and super thrilled to announce that the slides for our talk “Next Generation Post Processing in Call of Duty: Advanced Warfare” in the SIGGRAPH 2014 Advances in Real-Time Rendering in Games. Course are finally online. Alternatively, you can also download them in the link below. Extending color information, according to changes in time (motion blur) and lens position (depth of field). Hope you like them! 8211; See on...

2

Jorge Jimenez – Blog – Graphics Programmer Blog

http://www.iryoku.com/blog

Next Generation Post Processing in Call of Duty: Advanced Warfare. August 28, 2014. Proud and super thrilled to announce that the slides for our talk “Next Generation Post Processing in Call of Duty: Advanced Warfare” in the SIGGRAPH 2014 Advances in Real-Time Rendering in Games. Course are finally online. Alternatively, you can also download them in the link below. Extending color information, according to changes in time (motion blur) and lens position (depth of field). Hope you like them! June 28, 2013.

3

SMAA: Enhanced Subpixel Morphological Antialiasing

http://www.iryoku.com/smaa

Computer Graphics Forum, Vol. 31(2), EUROGRAPHICS 2012. SMAA: Enhanced Subpixel Morphological Antialiasing. Jose I. Echevarria. Universidad de Zaragoza 2. August 23, 2013. Released, featuring a minor code clean-up and minor optimizations. May 16, 2012. From our Eurographics presentation uploaded! January 16, 2012. Released, featuring SMAA S2x and 4x. Checkout the new Eurographics paper and supplementary material in the downloads section! November 30, 2011. Andrej Dudenhefner released a SMAA 1x Injector.

4

Filtering Approaches for Real-Time Anti-Aliasing

http://www.iryoku.com/aacourse

ACM SIGGRAPH 2011 Course. Universidad de Zaragoza 2. Sony Computer Entertainment WWS ATG 6. Sony Computer Entertainment WWS Santa Monica. Talks and Course Notes. August 17, 2011. April 19, 2011. We will be updating this page frequently, stay tuned! Talks and Course Notes. Download Extended Abstract [6.49 MB]. Brief overview of why post-processing is gaining momentum in the last couple of years and introduction of the speakers. PPTX [145.94 KB]. PDF [373.04 KB]. PPTX [3.77 MB]. PDF [2.90 MB]. Alex Resheto...

5

Screen-Space Perceptual Rendering of Human Skin

http://www.iryoku.com/sssss

ACM Transactions on Applied Perception, Vol. 6(4), 2009. Screen-Space Perceptual Rendering of Human Skin. Universidad de Zaragoza 2. August 18, 2011. Screen-space skin rendering is being used in Unreal Engine 3 and Unigine! More in The Technology Behind the DirectX 11 Unreal Engine. And in the Unigine Dev Blog. March 29, 2011. Screen-space skin rendering is one of the key features of CryEngine 3. More in Crysis 2 Key Rendering Features. February 22, 2011. More in the Wolfgang Engel blog. February 11, 2011.

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bronx's blog: December 2012

http://broniac.blogspot.com/2012_12_01_archive.html

Wednesday, December 5, 2012. Camera Space Shadow Mapping (CSSM). Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Camera Space Shadow Mapping (CSSM). View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.

blog.stevemcauley.com blog.stevemcauley.com

Extension to Energy-Conserving Wrapped Diffuse « Steve McAuley

http://blog.stevemcauley.com/2013/01/30/extension-to-energy-conserving-wrapped-diffuse

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Rectilinear Texture Warping for Fast Adaptive Shadow Mapping.

http://broniac.blogspot.com/2012/06/rectilinear-texture-warping-for-fast.html

Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: June 2012

http://broniac.blogspot.com/2012_06_01_archive.html

Wednesday, June 13, 2012. Rectilinear Texture Warping for Fast Adaptive Shadow Mapping. Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. Subscribe to: Posts (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: OpenGL and Partially Resident Textures.

http://broniac.blogspot.com/2012/06/opengl-and-partially-resident-textures.html

Monday, June 4, 2012. OpenGL and Partially Resident Textures. Http:/ renderingpipeline.com/2012/03/partially-resident-textures-amd sparse texture/. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Rectilinear Texture Warping for Fast Adaptive Shad. OpenGL and Partially Resident Textures. View my complete profile. Compact Normal Storage for small G-Buffers.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Linear Space Lighting.

http://broniac.blogspot.com/2012/07/linear-space-lighting.html

Tuesday, July 17, 2012. Http:/ http.developer.nvidia.com/GPUGems3/gpugems3 ch24.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-1-color-sync.html. Http:/ hacksoflife.blogspot.com/2010/11/gamma-and-lighting-part-2-working-in.html. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. View my complete profile. Compact Normal Storage for small G-Buffers.

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Deferred decals

http://broniac.blogspot.com/2011/06/deferred-decals.html

Wednesday, June 15, 2011. In this article I will try to explain a popular solution for applying an additional detail to the geometry without changing it. This approach often called “decals” or “spots” and used widely in almost every commodity game for adding an extra detail to the static and dynamic geometry and for applying some dynamic effects like bullets and explosions holes, blood splashes and so on. The basic idea for that algorithm is very simple. And if you heard about so named. The deferred deca...

broniac.blogspot.com broniac.blogspot.com

bronx's blog: Universal References in C++11

http://broniac.blogspot.com/2012/11/universal-references-in-c11.html

Thursday, November 8, 2012. Universal References in C 11. Http:/ scottmeyers.blogspot.com/2012/11/universal-references-in-c11-now-online.html. Subscribe to: Post Comments (Atom). C makes it easy to shoot yourself in the foot. C makes it harder, but when you do, you blow away your whole leg! 8212; Bjarne Stroustrup. Universal References in C 11. View my complete profile. Compact Normal Storage for small G-Buffers. Simple template. Template images by gaffera.

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Jorge Jimenez – Graphics Programmer Blog

Next Generation Post Processing in Call of Duty: Advanced Warfare. SIGGRAPH 2014 Course (Advances in Real-Time Rendering in Games). PPTX [407.7 MB]. Next Generation Character Rendering. Jorge Jimenez, Etienne Danvoye and Javier von der Pahlen. GDC 2013 and GDC China 2013 Talk. PPTX [323.6 MB]. SMAA: Enhanced Subpixel Morphological Antialiasing. Jorge Jimenez, Jose I. Echevarria, Tiago Sousa and Diego Gutierrez. Computer Graphics Forum, Vol. 31(2), EUROGRAPHICS 2012. Jorge Jimenez and Diego Gutierrez.

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