Author Archives: Krzysztof Narkowicz

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 | 1 Comment

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

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

Posted in Conference | 2 Comments

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 | 11 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