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repilogue

Ramblings about game development, the games industry and rendering by a developer. Friday, July 20, 2012. Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012). Now soon in August I'll be doing a new talk about "5 Major Challenges in Real-Time Rendering" in the Beyond Programmable Shading course. 2 years ago I also did a talk on the same topic at SIGGRAPH 2010 so this will be an new version based on where we as an industry. Or as a PowerPoint. Athering broad feedback from people in the ind...

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repilogue | repi.blogspot.com Reviews
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Ramblings about game development, the games industry and rendering by a developer. Friday, July 20, 2012. Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012). Now soon in August I'll be doing a new talk about 5 Major Challenges in Real-Time Rendering in the Beyond Programmable Shading course. 2 years ago I also did a talk on the same topic at SIGGRAPH 2010 so this will be an new version based on where we as an industry. Or as a PowerPoint. Athering broad feedback from people in the ind...
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repilogue | repi.blogspot.com Reviews

https://repi.blogspot.com

Ramblings about game development, the games industry and rendering by a developer. Friday, July 20, 2012. Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012). Now soon in August I'll be doing a new talk about "5 Major Challenges in Real-Time Rendering" in the Beyond Programmable Shading course. 2 years ago I also did a talk on the same topic at SIGGRAPH 2010 so this will be an new version based on where we as an industry. Or as a PowerPoint. Athering broad feedback from people in the ind...

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repi.blogspot.com repi.blogspot.com
1

repilogue: 03/01/2009 - 04/01/2009

http://repi.blogspot.com/2009_03_01_archive.html

Ramblings about game development, the games industry and rendering by a developer. Tuesday, March 31, 2009. GDC'09: Shadows and Decals - D3D10 techniques from Frostbite. Daniel's and mine GDC'09. Presentation titled Shadows and Decals - D3D10 techniques from Frostbite. That was in the Advanced Visual Effects with Direct3D for PC. Full day tutorial is now online! The rest of the tutorial slides can be found here. Daniel talked about Decal Generation using the Geometry Shader and Stream Out. I'm a software...

2

repilogue: 5 Challenges Feedback

http://repi.blogspot.com/2010/08/5-challenges-feedback.html

Ramblings about game development, the games industry and rendering by a developer. Sunday, August 1, 2010. Thanks again to everyone that contributed feedback to my 5 Challenges in Interactive Rendering. Talk in the Beyond Programmable Shading course. Had a lot of fun discussions and pretty much all of the feedback fit nicely into the selected challenges and topics. Will follow up with some of you that sent long detailed emails of your inner wishes and secrets next week now that I'm back from Siggraph.

3

repilogue: Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012)

http://repi.blogspot.com/2012/07/gathering-feedback-5-major-challenges.html

Ramblings about game development, the games industry and rendering by a developer. Friday, July 20, 2012. Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012). Now soon in August I'll be doing a new talk about "5 Major Challenges in Real-Time Rendering" in the Beyond Programmable Shading course. 2 years ago I also did a talk on the same topic at SIGGRAPH 2010 so this will be an new version based on where we as an industry. Or as a PowerPoint. Athering broad feedback from people in the ind...

4

repilogue: 07/01/2011 - 08/01/2011

http://repi.blogspot.com/2011_07_01_archive.html

Ramblings about game development, the games industry and rendering by a developer. Friday, July 29, 2011. Shiny PC Graphics in Battlefield 3. I did a keynote presentation at GeforceLAN 6 out in Alameda, California, a few weeks ago about the graphics in the PC version of Battlefield 3 and how we have built up all the visuals with tons of individual components. The full one hour video of the talk can be found in Youtube in 5 parts:. Subscribe to: Posts (Atom). View my complete profile. Follow me on Twitter.

5

repilogue: 07/01/2012 - 08/01/2012

http://repi.blogspot.com/2012_07_01_archive.html

Ramblings about game development, the games industry and rendering by a developer. Friday, July 20, 2012. Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012). Now soon in August I'll be doing a new talk about "5 Major Challenges in Real-Time Rendering" in the Beyond Programmable Shading course. 2 years ago I also did a talk on the same topic at SIGGRAPH 2010 so this will be an new version based on where we as an industry. Or as a PowerPoint. Athering broad feedback from people in the ind...

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palgorithm.co.uk palgorithm.co.uk

DSL | Friendly patterns and algorithms

http://www.palgorithm.co.uk/tag/dsl

Friendly patterns and algorithms. Proposal for a graphics pipeline DSL. 14 September, 2010. Geomerics are making a proposal to the UK Technology Stategy Board (TSB) for "disruptive technology". Funding to germinate an idea we've been discussing for a long while now. The proposal is a very public one via a youtube video submission. And the "5th judge" will be public feedback! UPDATE: The video has been submitted. Thanks to all that contributed! Please check it out and leave feedback on the TSB site. So ou...

palgorithm.co.uk palgorithm.co.uk

Geomerics | Friendly patterns and algorithms

http://www.palgorithm.co.uk/tag/geomerics

Friendly patterns and algorithms. Proposal for a graphics pipeline DSL. 14 September, 2010. Geomerics are making a proposal to the UK Technology Stategy Board (TSB) for "disruptive technology". Funding to germinate an idea we've been discussing for a long while now. The proposal is a very public one via a youtube video submission. And the "5th judge" will be public feedback! UPDATE: The video has been submitted. Thanks to all that contributed! Please check it out and leave feedback on the TSB site. So ou...

blog.selfshadow.com blog.selfshadow.com

Overdraw in Overdrive - Self Shadow

http://blog.selfshadow.com/publications/overdraw-in-overdrive

This is a tweaked version of a journal entry for the Microsoft Game Developer Network, that’s been cleansed of any non-public Xbox 360 specifics. If you’re a registered developer, I encourage you to check out the uncut edition available there, for full implementation details. One indispensable display mode is. Figures 1 shows the isolated depth complexity and overdraw, respectively, of a couple of characters within a scene. The right-hand image is rather unexciting, as only a single layer of drawing ...

seblagarde.wordpress.com seblagarde.wordpress.com

DONTNOD specular and glossiness chart | Sébastien Lagarde

https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart

Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. Relationship between Phong and Blinn lighting model. Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel →. DONTNOD specular and glossiness chart. April 30, 2012. With permission of my company : Dontnod entertainmen. T http:/ www.dont-nod.com/. Edit: There is a more recent version of this chart for UE4 here. Caution : The full resolution version of the ...

seblagarde.wordpress.com seblagarde.wordpress.com

Inverse trigonometric functions GPU optimization for AMD GCN architecture | Sébastien Lagarde

https://seblagarde.wordpress.com/2014/12/01/inverse-trigonometric-functions-gpu-optimization-for-amd-gcn-architecture

Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. IES light format: Specification and reader. Siggraph 2014 : Moving Frostbite to Physically based rendering V2 →. Inverse trigonometric functions GPU optimization for AMD GCN architecture. December 1, 2014. Version : 2.0 Living blog First version was 01 December 2014. AMD GCN architecture basics. 8211; dynamic branching can be considering having cost = 16 FR. 8211; VGPR...

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repilogue

Ramblings about game development, the games industry and rendering by a developer. Friday, July 20, 2012. Gathering feedback: 5 Major Challenges in Real-Time Rendering (2012). Now soon in August I'll be doing a new talk about "5 Major Challenges in Real-Time Rendering" in the Beyond Programmable Shading course. 2 years ago I also did a talk on the same topic at SIGGRAPH 2010 so this will be an new version based on where we as an industry. Or as a PowerPoint. Athering broad feedback from people in the ind...

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High performance liquid colours and additives. 2015 CPI Polyurethanes Technical Conference. Repi LLC confirms its annual presence at the Polyurethanes Technical Conference in Orlando, Florida - October 5th to 7th 2015. TERMS AND CONDITIONS OF SALE - EN. TERMS AND CONDITIONS OF SALE - IT. TERMS AND CONDITIONS OF SALE - US.