blog.selfshadow.com
Overdraw in Overdrive - Self Shadow
http://blog.selfshadow.com/publications/overdraw-in-overdrive
This is a tweaked version of a journal entry for the Microsoft Game Developer Network, that’s been cleansed of any non-public Xbox 360 specifics. If you’re a registered developer, I encourage you to check out the uncut edition available there, for full implementation details. One indispensable display mode is. Figures 1 shows the isolated depth complexity and overdraw, respectively, of a couple of characters within a scene. The right-hand image is rather unexciting, as only a single layer of drawing ...
colinbarrebrisebois.com
Uncategorized – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/uncategorized
In search of the perfect pixel. It seems we can’t find what you’re looking for. Perhaps searching can help. Hi, my name is Colin Barré-Brisebois. This is my personal blog about real-time rendering and video-game development. These are my ramblings, not my employer's :). Stephen Hill (self shadow). RT @ aras p. How do you decide what to work on? Is so, so, SOOOO true. jvns.ca/blog/2016/08/1. Vous êtes en feu Mr.Tobias ;) 4 days ago. Hey Sweden, that's a lot of NaNs. ;) https:/ t.co/K0CZXOkuBc.
fuzzyreflection.com
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.
fuzzyreflection.com
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.
fuzzyreflection.com
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.
fuzzyreflection.com
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).
fuzzyreflection.com
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...
blog.selfshadow.com
Blog Archive - Self Shadow
http://blog.selfshadow.com/archives
Physically Based Shading at SIGGRAPH 2014. Righting Wrap (Part 2). Righting Wrap (Part 1). Specular Showdown in the Wild West. Physically Based Shading at SIGGRAPH 2014.
blog.selfshadow.com
Perpendicular Possibilities - Self Shadow
http://blog.selfshadow.com/2011/10/17/perp-vectors
Figure 1: Major axes for original (left), swizzle (mid) and perpendicular (right) vectors. Two months ago, there was a question. And subsequent discussion) on Twitter as to how to go about generating a perpendicular unit vector, preferably without branching. It seemed about time that I finally post something more complete on the subject, since there are various ways to go about doing this, as well as a few traps awaiting the unwary programmer. Abs(dot(u, UP) , somewhat arbitrary epsilon. In a neat little.
blog.selfshadow.com
Blending in Detail - Self Shadow
http://blog.selfshadow.com/2012/07/10/blending-in-detail
I’ve added a new article,. Written together with Colin Barré-Brisebois. On the topic of blending normal maps. We go through various techniques that are out there, as well as a neat alternative ( Reoriented Normal Mapping ) from Colin that I helped to optimise. This is by no means a. Analysis particularly as we focus on detail mapping so we might return to the subject at a later date and tie up some loose ends. In the meantime, I hope you find the article useful. Please let us know in the comments!