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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
Virtual memory on PC
There is an excelent post about virtual memory. It’s written mainly from a perspective of console developer. On consoles most of memory issues are TLB misses and physical memory limit. I’ll try to write more about how (bad) it looks … Continue reading
Shader Optimizations
A small list of basic and sometimes overlooked shader optimization possibilities. This are very small gains, but they can sum up and maybe there will be some free time for an additional point light or a better shadow filter? Full screen … Continue reading
Posted in Graphics
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Software occlusion culling
Today CPUs are quite fast, so why not use them to draw some triangles? Especially when all the cool kids use it them for software occlusion culling. Time to take back some of CPU time from gameplay programmers and use … Continue reading
Posted in Graphics
4 Comments
Aggregated deferred lighting
Random idea about a new way to do deferred lighting. The idea is to decouple lighting from geometry normals. In order to do that, lighting information is stored as aggregated lights ( direction + color ). 1st pass – z-prepass … Continue reading
Posted in Graphics, Lighting
8 Comments
Rendering Light Geometry for Deferred Shading/Lighting
Interesting idea from Call Of Juarez 2 about rendering deferred light geometry. When deferred light geometry intersects with camera you need to switch culling and turn off zbuffer. In COJ2, instead of testing intersection on CPU and switching states, they … Continue reading
Posted in Graphics
3 Comments
Siggraph 2010 Papers
A small list of Siggraph 2010 papers (I’ll try to keep it up to date): Some academic stuff ( < 1 fps 🙂 ) Physically based shading course Color course. Includes very interesting stuff about tone mapping from tri-Ace R&D Proceedings at … Continue reading
Posted in Conference
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VC++ and multiple inheritance
Today at work we were optimizing memory usage. At some moment we found out that size (on stack) of our basic data structures is x bytes bigger than summed size of their members. Every basic data structure was written following … Continue reading
Posted in C++
4 Comments
CELL SDK installation on Fedora 13 x86_64
I just installed IBM CELL SDK, CELL simulator and CELLIDE on my PC box with newest Fedora. It was a quite painful process and I couldn’t find anywhere full installation instruction. It’s a pity that IBM releases such interesting technology … Continue reading
Posted in CELL
5 Comments
Color grading and tonemapping using photoshop
There is a very simple and nice idea in UDK documentation about adding color grading to engine in easy way, without writing any special tools. Color grading in UDK uses LUT table (3d texture, with mapping from RGB to RGB). … Continue reading
Posted in Graphics, Post Processing
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C++ compiler VS human
There is a very nice article about writing fast math library on gamasutra. It shows for example that using operator overloading generates slower code than when using functions. A lot of people believe that compiler will generate better code than a … Continue reading
Posted in C++
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