Category Archives: Graphics

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 | 2 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

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 | 15 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

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