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Recent Posts
- Comparing Microfacet Multiple Scattering with Real-Life Measurements
- Biome Painter: Populating Massive Worlds
- GDC 2018 Presentations
- Cloth Shading
- Digital Dragons 2017
- Job System and ParallelFor
- GDC 2017 Presentations
- HDR Display – First Steps
- GDC 2016 Presentations
- Automatic Exposure
- ACES Filmic Tone Mapping Curve
- Analytical DFG Term for IBL
- Lightmapping in Anomaly 2 mobile
- Digital Dragons 2014 Programming Track
- Octahedron normal vector encoding
- Simple GPUView custom event markers
- LA Noire
- Unreal Engine 4 gaussian specular normalization
- Visual C++ linker timestamp
- PixelJunk Eden data extractor
- Virtual memory on PC
- Shader Optimizations
- Software occlusion culling
- Aggregated deferred lighting
- Rendering Light Geometry for Deferred Shading/Lighting
- Siggraph 2010 Papers
- VC++ and multiple inheritance
- CELL SDK installation on Fedora 13 x86_64
- Color grading and tonemapping using photoshop
- C++ compiler VS human
- Particle data structure
- Premultiplied alpha
- SPU programming on a retail “fat” PS3 with Linux
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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
2 Comments
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
2 Comments
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
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
3 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