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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
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- 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
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- Unreal Engine 4 gaussian specular normalization
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- Shader Optimizations
- Software occlusion culling
- Aggregated deferred lighting
- Rendering Light Geometry for Deferred Shading/Lighting
- Siggraph 2010 Papers
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Category Archives: Lighting
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
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
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
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
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
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