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ZigguratVertigo's Hideout – in search of the perfect pixel

in search of the perfect pixel

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ZigguratVertigo's Hideout – in search of the perfect pixel | colinbarrebrisebois.com Reviews
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ZigguratVertigo's Hideout – in search of the perfect pixel | colinbarrebrisebois.com Reviews

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in search of the perfect pixel

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Batman: Arkham Origins – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/category/batman-arkham-origins

In search of the perfect pixel. Category: Batman: Arkham Origins. Deformable Snow and DirectX 11 in Batman: Arkham Origins. It’s been a while, but I finally found some time for a quick post to regroup the presentations I’ve done this year at the Game Developers Conference (GDC) and NVIDIA’s GPU Technology Conference (GTC). These presentations showcase and explain some of the features developed for Batman: Arkham Origins. August 16, 2014. July 5, 2016. Posted in Batman: Arkham Origins. RT @ aras p.

2

Rendering – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/category/rendering

In search of the perfect pixel. Finding Next-Gen – Part I – The Need For Robust (and Fast) Global Illumination in Games. Figure 1: Direct and Indirect Illumination from a single directional light source. [1]. This post is part of the series “ Finding Next-Gen. 8220; Original version on 2015/11/08. Liveblogging, because opinions evolve over time. GI) is a family of algorithms used in computer graphics that simulate how light interacts and transfers between objects in a scene. With its roots in the. In no ...

3

Blending Normal Maps? – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/2012/07/17/blending-normal-maps

In search of the perfect pixel. What is the best way to blend two normal maps together? Why can’t I just add two normal maps together in Photoshop? I heard that t. O combine two normals together, you need to add the positive components and subtract the negative components, then renormalize. Looks right to me…. Why shouldn’t I be using Overlay (or a series of Photoshop blend modes) to blend normal maps together? Written together with Stephen Hill. On the topic of blending normal maps. And a real-time demo.

4

Deformable Snow and DirectX 11 in Batman: Arkham Origins – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/2014/08/16/deformable-snow-and-directx-11-in-batman-arkham-origins

In search of the perfect pixel. Deformable Snow and DirectX 11 in Batman: Arkham Origins. It’s been a while, but I finally found some time for a quick post to regroup the presentations I’ve done this year at the Game Developers Conference (GDC) and NVIDIA’s GPU Technology Conference (GTC). These presentations showcase and explain some of the features developed for Batman: Arkham Origins. You will find below a quick description of the talks, as well as a link to slides and accompanying video. July 5, 2016.

5

Subsurface Scattering – ZigguratVertigo's Hideout

https://colinbarrebrisebois.com/category/subsurface-scattering

In search of the perfect pixel. Approximating Translucency Revisited – With “Simplified” Spherical Gaussian Exponentiation. Lately, someone at work has pointed out the approximation of translucency Marc Bouchard. And I developed back at EA [1], which ended up in DICE’s Frostbite engine. The Battlefield 3 Engine. Rding implementing the technique and generating the inverted ambient-occlusion/thickness map. See the references for additional links. April 9, 2012. July 5, 2016. Posted in Battlefield 3. Roger ...

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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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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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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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Maximizing code performance by thinking data first – Part 1 | Fuzzy Reflection

https://fuzzyreflection.com/2016/07/14/maximizing-code-performance-by-thinking-data-first-part-1

Personal Space for Self-Reflection. A look at Direct3D 12 – Part 1. Maximizing code performance by thinking data first – Part 2 →. Maximizing code performance by thinking data first – Part 1. July 14, 2016. Back in the days, it used to be a quite. As well in the CPU world, and it’s actually significant that we are now moving old CPU tricks to recent GPUs in order to accelerate ALU ops (. Low Level Optimizations for AMD GCN. Quake’s fast inverse square root. Quake’s fast inverse square root. This post is ...

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Maximizing code performance by thinking data first – Part 2 | Fuzzy Reflection

https://fuzzyreflection.com/2016/08/15/maximizing-code-performance-by-thinking-data-first-part-2

Personal Space for Self-Reflection. Maximizing code performance by thinking data first – Part 1. EA Frostbite Star Wars = fun times ahead →. Maximizing code performance by thinking data first – Part 2. August 15, 2016. 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. Searches the caches first for a cache entry with a. Otherwise it’s a. In which case the.

blog.selfshadow.com 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!

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GPU | Fuzzy Reflection

https://fuzzyreflection.com/category/gpu

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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ZigguratVertigo's Hideout – in search of the perfect pixel

In search of the perfect pixel. SIGGRAPH 2017 – Past, Present and Future Challenges of Global Illumination in Games. Just got back from Los Angeles, where I presented in the Open Problems in Real-Time Rendering Course. At this year’s SIGGRAPH:. You can also download my slides with notes here. Super grateful to have been part of this initiative. Lots of great content was presented. Thanks to everyone who came to the course! August 7, 2017. September 4, 2017. Posted in Global Illumination. Is an ISPC imple...

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