Author Archives: Krzysztof Narkowicz

GDC 2017 Presentations

(last update: March 24, 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 | 3 Comments

HDR Display – First Steps

Recently NVIDIA send us a nice HDR TV and we got a chance to checkout this new HDR display stuff in practice. It was a rather a fast implementation, as our game is shipping in less than 2 months from … Continue reading

Posted in Graphics | 2 Comments

GDC 2016 Presentations

(last update: May 20, 2016) This year’s GDC was awesome. Some amazing presentations and again I could chat with super-smart and inspiring people. Be sure to check out “Advanced Techniques and Optimization of HDR Color Pipelines”, “Optimizing the Graphics Pipeline with Compute” and … Continue reading

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Automatic Exposure

In games automatic exposure or eye adaptation is an algorithm for simulating eye reaction to temporal changes in lighting conditions and for selecting optimal exposure for a given scene and lighting conditions. The main challenge here is that optimal settings … Continue reading

Posted in Graphics, Lighting | 5 Comments

ACES Filmic Tone Mapping Curve

Careful mapping of HDR values to LDR is an important part of a modern game rendering pipeline. One of the goals of our new renderer was to replace Reinhard‘s tone mapping curve with some kind of a filmic tone mapping … Continue reading

Posted in Graphics, Lighting | 10 Comments

Analytical DFG Term for IBL

Image-based lighting is an important part of a physically based rendering. Unfortunately straightforward IBL implementation for more complicated lighting models than Phong requires a huge lookup table and isn’t practical for real time. Current state of the art approach is … Continue reading

Posted in Graphics, Lighting | 7 Comments

Lightmapping in Anomaly 2 mobile

In 2013 Anomaly 2 mobile version (iOS/Android/Blackberry) by a small indie studio 11 Bit Studios was released. It was an interesting project as we needed to run heavy content from PC version on much weaker mobile platforms. I’d like to … Continue reading

Posted in Graphics, Lighting | 3 Comments