Author Archives: Krzysztof Narkowicz

Comparing Microfacet Multiple Scattering with Real-Life Measurements

Microfacet multiple scattering approximations change content authoring – both for good (energy conservation) and for not so good (saturation changes with roughness). I was curious how current microfacet multiple scattering techniques compare against a measured real-life reference. After all, real-life surfaces … Continue reading

Posted in Graphics, Lighting | 1 Comment

Biome Painter: Populating Massive Worlds

There is a steady rise of popularity of open-world games and their domination of the bestseller list. Every new game raises the bar for the world size and complexity. Just looking at recent open world game trailers reveals their aim … Continue reading

Posted in Graphics, tools | Leave a comment

GDC 2018 Presentations

(last update: April 8, 2018) Programming “Advanced Graphics Techniques Tutorial: The Latest Graphics Technology in Remedy’s Northlight Engine” – Tatu Aalto (Remedy Entertainment) Khronos Group Presentations “Cinematic Lighting in Unreal Engine” – Epic Games “Optimizing UE4 for Fortnite: Battle Royale: Part … Continue reading

Posted in Conference | 12 Comments

Cloth Shading

Over the holiday break I had some time to play with interesting ideas presented during the last SIGGRAPH. One thing which caught my attention was new analytical cloth BRDF from Sony Pictures Imageworks [EK17], which they use in movie production. … Continue reading

Posted in Graphics, Lighting | 9 Comments

Digital Dragons 2017

A few days ago I had a chance to attend and speak at Digital Dragons 2017 about rendering in Shadow Warrior 2. It was a total blast – very pro organized, had a honor to meet some incredible people and listen to … Continue reading

Posted in Conference, Graphics, Lighting, Post Processing | 7 Comments

Job System and ParallelFor

Some time ago, while profiling our game, I noticed that we have a lot of thread locking and contention resulting from a single mutexed MPMC job queue processing a large amount of tiny jobs. It wasn’t possible to merge work … Continue reading

Posted in C++, Multithreading | 2 Comments

GDC 2017 Presentations

(last update: April 5, 2017) Programming Track “Cold, Hard Cache: Insomniac’s Cache Simulator” – Andreas Fredriksson (Insomniac Games) “Insomniac’s Web Tools: A Postmortem” – Andreas Fredriksson (Insomniac Games) “FrameGraph: Extensible Rendering Architecture in Frostbite” – Yuriy O’Donnell (Frostbite / Electronic … Continue reading

Posted in Conference | 6 Comments