Category Archives: Graphics

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 | 1 Comment

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 | Leave a comment

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

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 | 30 Comments