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Michal Drobot – Personal space for my rambling hemispheres

Personal space for my rambling hemispheres

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Michal Drobot – Personal space for my rambling hemispheres | michaldrobot.com Reviews
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Personal space for my rambling hemispheres
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Michal Drobot – Personal space for my rambling hemispheres | michaldrobot.com Reviews

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Personal space for my rambling hemispheres

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May 2014 – Michal Drobot

https://michaldrobot.com/2014/05

Personal space for my rambling hemispheres. Low Level Optimizations for GCN – Digital Dragons 2014 Slides. May 12, 2014. Finally back to Montreal after excellent Digital Dragons 2014 conference. It was tons of fun and very relevant talks. I was asked to deliver a rather ‘hardcore’ talk for programming track. 8220;Low Level Optimizations for GCN” – “Hacking the Next Generation” focuses on:. AMD GCN ISA performance characteristics. New ISA subset (vs. previous generation). August 13, 2014. June 3, 2014.

2

Publications – Michal Drobot

https://michaldrobot.com/publications

Personal space for my rambling hemispheres. GPU Pro 6 : Hybrid Reconstruction Anti-Aliasing – published by CRC Press. GPU Pro 5 : Physically Based Area Lights – published by CRC Press. Hybrid Reconstruction Anti Aliasing [pptx]. Low Level Optimizations for AMD GCN [pdf]. Low Level Optimizations for AMD GCN [pptx notes]. Physically Based Area Lights. Lighting of Killzone : Shadow Fall. A Spatial and Temporal Coherence Framework for Real-Time Graphics. Game Engine Gems 2. Practical Use of SSAO. June 3, 2014.

3

Low Level Optimizations for GCN – Digital Dragons 2014 Slides – Michal Drobot

https://michaldrobot.com/2014/05/12/low-level-optimizations-for-gcn-digital-dragons-2014-slides

Personal space for my rambling hemispheres. Low Level Optimizations for GCN – Digital Dragons 2014 Slides. May 12, 2014. Finally back to Montreal after excellent Digital Dragons 2014 conference. It was tons of fun and very relevant talks. I was asked to deliver a rather ‘hardcore’ talk for programming track. 8220;Low Level Optimizations for GCN” – “Hacking the Next Generation” focuses on:. AMD GCN ISA performance characteristics. New ISA subset (vs. previous generation). ShaderFastMathLib is public →.

4

GCN Execution Patterns in Full Screen Passes – Michal Drobot

https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes

Personal space for my rambling hemispheres. GCN Execution Patterns in Full Screen Passes. April 1, 2014. April 1, 2014. Why does it matter? As mentioned previously, pattern is supposed to help the GPU to render things faster. When looking at a rasterization pattern in 2D, first thing that jumps into mind is its spatial coherence. This is closely related to caching. To sum up we are looking at:. So how does our AMD GCN fare there? Let’s start with Pixel Shader. Experience with multiple previous generation...

5

HRAA Siggraph 2014 slides available – Michal Drobot

https://michaldrobot.com/2014/08/13/hraa-siggraph-2014-slides-available

Personal space for my rambling hemispheres. HRAA Siggraph 2014 slides available. August 13, 2014. Feel free to get Hybrid Reconstruction Anti-Aliasing slides from here:. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. You are commenting using your Twitter account. ( Log Out. You are commenting using your Facebook account. ( Log Out.

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April | 2013 | Dom's portfolio

https://dommul.wordpress.com/2013/04

Monthly Archives: April 2013. Case: NZXT Phantom USB 3.0 Big Tower Chassis – White. Processor: Intel 3rd Generation Core i5-3570K CPU 3.40GHz, Ivy Bridge. Memory: Corsair Corsair 16GB 1600MHz CL10 DDR3. Motherboard: Asus SABERTOOTH Z77 Socket 1155, 32GB DDR3 Support. Graphics card: EVGA GeForce GTX 660 SC 2GB GDDR5 Graphics Card. Power supply: Corsair Professional Series AX 860. Follow me on Twitter. Indiana Jones and The Elder Scrolls Game Treatment. Geoff Lester's Blog. Gmack's ACTUAL Blog.

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University Projects | Dom's portfolio

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Gamemaker game – Simple Platformer:. Oblivion Mod (Indiana Jones) – https:/ dommul.wordpress.com/2012/10/03/game-treatment/. Blender Projects –. Slender Man Video Project. One response to “. Pingback: Personal productivity tools via collaboration tools – MMIP Dominic's UL Blog. Leave a Reply Cancel reply. Enter your comment here. Fill in your details below or click an icon to log in:. Address never made public). You are commenting using your WordPress.com account. ( Log Out. Follow me on Twitter. Here I ...

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DONTNOD specular and glossiness chart | Sébastien Lagarde

https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart

Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. Relationship between Phong and Blinn lighting model. Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel →. DONTNOD specular and glossiness chart. April 30, 2012. With permission of my company : Dontnod entertainmen. T http:/ www.dont-nod.com/. Edit: There is a more recent version of this chart for UE4 here. Caution : The full resolution version of the ...

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November | 2016 | Fuzzy Reflection

https://fuzzyreflection.com/2016/11

Personal Space for Self-Reflection. Monthly Archives: November 2016. EA Frostbite Star Wars = fun times ahead. November 6, 2016. I recently moved to Motive Studios and joined Jade Raymond and her talented (still growing) team for new exciting projects! I’m very excited by this new opportunity, as I’m now directly collaborating with DICE and contributing to the Frostbite engine, meeting … Continue reading →. My name is Nicolas Lopez and I am a Sr Rendering Programmer at EA Motive.

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EA | Fuzzy Reflection

https://fuzzyreflection.com/category/ea

Personal Space for Self-Reflection. EA Frostbite Star Wars = fun times ahead. November 6, 2016. I recently moved to Motive Studios and joined Jade Raymond and her talented (still growing) team for new exciting projects! I’m very excited by this new opportunity, as I’m now directly collaborating with DICE and contributing to the Frostbite engine, meeting … Continue reading →. My name is Nicolas Lopez and I am a Sr Rendering Programmer at EA Motive. Stephen Hill (self shadow). Blog at WordPress.com.

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API | Fuzzy Reflection

https://fuzzyreflection.com/category/api

Personal Space for Self-Reflection. A look at Direct3D 12 – Part 1. September 7, 2014. Need for a new API Direct3D, as any 3D API on PC, has two main goals: Provide a low overhead graphics API Provide a single API that works on different hardware With APIs and GPUs becoming more and more complex, … Continue reading →. My name is Nicolas Lopez and I am a Sr Rendering Programmer at EA Motive. This is my personal blog about real-time rendering, and represents my personal views, not my employer's.

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CPU | Fuzzy Reflection

https://fuzzyreflection.com/category/cpu

Personal Space for Self-Reflection. Maximizing code performance by thinking data first – Part 2. August 15, 2016. Knowing the hardware Memory cache CPU is not physically directly connected to the main memory. All random access memory (load and stores) on modern CPU goes through memory cache. When the CPU executes a fetch instruction (load), the memory controller searches … Continue reading →. Maximizing code performance by thinking data first – Part 1. July 14, 2016. Stephen Hill (self shadow).

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A look at Direct3D 12 – Part 1 | Fuzzy Reflection

https://fuzzyreflection.com/2014/09/07/a-look-at-direct3d-12-part-1

Personal Space for Self-Reflection. Maximizing code performance by thinking data first – Part 1 →. A look at Direct3D 12 – Part 1. September 7, 2014. Need for a new API. Direct3D, as any 3D API on PC, has two main goals:. Provide a low overhead graphics API. Provide a single API that works on different hardware. Performance on PC is not optimal. In fact, it’s very likely you’ll be CPU bound if you naïvely port your console game to PC. Efficiently generate commands amongst multiple threads. Float blendFac...

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Personal space for my rambling hemispheres. HRAA Siggraph 2014 slides available. August 13, 2014. Feel free to get Hybrid Reconstruction Anti-Aliasing slides from here:. June 3, 2014. June 3, 2014. Finally found some time to clean up my messy files and setup some GitHub repo. You will find there the first version of ShaderFastMathLib as advertised in Low Level Optimizations for GCN. Go check it out there : ShaderFastMathLibs. Low Level Optimizations for GCN – Digital Dragons 2014 Slides. May 12, 2014.

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