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- 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
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
37 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
13 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
Digital Dragons 2014 Programming Track
Digital Dragons is a game industry conference held in Kraków (Poland). This year’s programming track was outstanding and mainly focused on graphics. Allpresentations are really worth reading. Low level optimization for AMD GCN GPU architecture Michał Drobot @MichalDrobot Ubisoft Montreal slides video … Continue reading
Posted in Conference
4 Comments
Octahedron normal vector encoding
Many rendering techniques benefit from encoding normal (unit) vectors. For example in deferred shading G-buffer space is a limited resource. Additionally it’s nice to be able to encode world space normals with uniform precision. Some encoding techniques work only for … Continue reading
Posted in Graphics
15 Comments
Simple GPUView custom event markers
GPUView is a powerful tool for GPU/CPU interaction profiling for Windows. It’s interface isn’t very user friendly, but it gets job done. I used it for optimizing in-house GPU lightmapper and spend some time trying to find a way to add … Continue reading
Posted in Graphics
3 Comments
LA Noire
LA Noire has some amazing tech for face animations. Basically actors are filmed from multiple cameras and resulting movies are converted to a keyframed animation and animated textures. All the textures are captured in neutral lighting conditions, so usually lighting … Continue reading
Posted in Graphics
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Unreal Engine 4 gaussian specular normalization
Recently Epic did a nice presentation about their new tech: “The technology behind Unreal 4 Elemental demo“. Among a lot of impressive stuff they showed their gaussian specular aproximation. Here is a BRDF with U4 specular for Disney’s BRDF explorer: This … Continue reading
Visual C++ linker timestamp
Nice trick to get build’s timestamp at runtime (Visual C++ only): It’s not very portable, but it doesn’t require any additional recompilation (as __DATE__ __TIME__ macros do).
PixelJunk Eden data extractor
Recently Q-Games ported one of their games – PixelJunk Eden to Windows. Actually it’s their first Windows release. From tech perspective it’s not as impressive as PixelJunk Shooter series, but still it was quite interesting to poke around this game’s … Continue reading
Posted in C++
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