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 ...
diaryofagraphicsprogrammer.blogspot.com
Diary of a Graphics Programmer: MVP Award
http://diaryofagraphicsprogrammer.blogspot.com/2015/07/mvp-award.html
Diary of a Graphics Programmer. Wednesday, July 1, 2015. This year I was honored with an MVP award. This is the tenth time in a row and I am very excited about this. I would like to thank everyone for supporting my nominations for the last 10 years. Here is my MVP page:. Http:/ mvp.microsoft.com/en-us/mvp/Wolfgang%20Engel-35704. Today we have devices like the iPad Air 2 and the NVIDIA Shield that offer performance close to the XBOX 360 / PS3 and the big console manufacturers have a serious challenge in c...
colinbarrebrisebois.com
Batman: Arkham Origins – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/batman-arkham-origins
In search of the perfect pixel. Category: Batman: Arkham Origins. Deformable Snow and DirectX 11 in Batman: Arkham Origins. It’s been a while, but I finally found some time for a quick post to regroup the presentations I’ve done this year at the Game Developers Conference (GDC) and NVIDIA’s GPU Technology Conference (GTC). These presentations showcase and explain some of the features developed for Batman: Arkham Origins. August 16, 2014. July 5, 2016. Posted in Batman: Arkham Origins. RT @ aras p.
colinbarrebrisebois.com
Rendering – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/rendering
In search of the perfect pixel. Finding Next-Gen – Part I – The Need For Robust (and Fast) Global Illumination in Games. Figure 1: Direct and Indirect Illumination from a single directional light source. [1]. This post is part of the series “ Finding Next-Gen. 8220; Original version on 2015/11/08. Liveblogging, because opinions evolve over time. GI) is a family of algorithms used in computer graphics that simulate how light interacts and transfers between objects in a scene. With its roots in the. In no ...
colinbarrebrisebois.com
Publications – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/publications
In search of the perfect pixel. It’s a seemly simple problem: given two normal maps, how do you combine them? In particular, how do you add detail to a base normal map in a consistent way? Normal Mapping, Normal Map Blending, Detail Mapping, Reoriented Normal Mapping, Partial Derivatives, Overlay. XBOX 360 SDK Sample – Fast Separable Grayscale Blur. Five Rendering Ideas From Battlefield 3 and Need For Speed: The Run”, “Temporally-stable Screen-Space Ambient Occlusion”, slides 91-93. This talk covers tech...
colinbarrebrisebois.com
Battlefield 3 – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/battlefield-3
In search of the perfect pixel. Approximating Translucency Revisited – With “Simplified” Spherical Gaussian Exponentiation. Lately, someone at work has pointed out the approximation of translucency Marc Bouchard. And I developed back at EA [1], which ended up in DICE’s Frostbite engine. The Battlefield 3 Engine. Rding implementing the technique and generating the inverted ambient-occlusion/thickness map. See the references for additional links. April 9, 2012. July 5, 2016. Posted in Battlefield 3. For th...
colinbarrebrisebois.com
GDC – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/gdc
In search of the perfect pixel. Deformable Snow and DirectX 11 in Batman: Arkham Origins. It’s been a while, but I finally found some time for a quick post to regroup the presentations I’ve done this year at the Game Developers Conference (GDC) and NVIDIA’s GPU Technology Conference (GTC). These presentations showcase and explain some of the features developed for Batman: Arkham Origins. Continue reading “Deformable Snow and DirectX 11 in Batman: Arkham Origins”. August 16, 2014. July 5, 2016. Thanks to ...
colinbarrebrisebois.com
Uncategorized – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/uncategorized
In search of the perfect pixel. It seems we can’t find what you’re looking for. Perhaps searching can help. Hi, my name is Colin Barré-Brisebois. This is my personal blog about real-time rendering and video-game development. These are my ramblings, not my employer's :). Stephen Hill (self shadow). RT @ aras p. How do you decide what to work on? Is so, so, SOOOO true. jvns.ca/blog/2016/08/1. Vous êtes en feu Mr.Tobias ;) 4 days ago. Hey Sweden, that's a lot of NaNs. ;) https:/ t.co/K0CZXOkuBc.
colinbarrebrisebois.com
Normal Map Blending – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/normal-map-blending
In search of the perfect pixel. Category: Normal Map Blending. What is the best way to blend two normal maps together? Why can’t I just add two normal maps together in Photoshop? I heard that t. O combine two normals together, you need to add the positive components and subtract the negative components, then renormalize. Looks right to me…. Why shouldn’t I be using Overlay (or a series of Photoshop blend modes) to blend normal maps together? Written together with Stephen Hill. July 17, 2012. July 5, 2016.
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