Confetti is a think-tank for advanced real-time graphics research for the video game and movie industry. We are game developers with 10+ years of experience each. We offer three industry leading middleware packages for licensing. We also offer real-time graphics related consulting and programming services. We have a long list of companies from the hardware and software industry that we worked with on cutting-edge graphics.
Thanks for stopping by at FMX. Wolfgang helped to organize the real-time rendering day. Here is Confetti's talk from FMX 2013: http://www.slideshare.net/WolfgangEngel/hair-intombraider-final
We will be on FMX 2013 and covering the hair rendering technology we worked on. Please come by and say hi. http://www.fmx.de/program.html#!/list?t=91
We were showing Blackfoot Blade on GDC 2013 in San Francisco at the Intel booth. Here is a video:...
We had a fantastic GDC 2013 in SF! Thanks to everyone for stopping by. AMD showed off TressFX on a five monitor setup at their booth. After working on TressFX from October to March, it was exciting seeing how people perceived it. Other highlights for us included Intel showing Blackfoot ...
Big news: Confetti is hiring graphics programmers: Gamasutra
Confetti offers Middleware for Sony Computer Entertainment’s PlayStation®4 Encinitas, USA – March 4th, 2013 Confetti (www.conffx.com), a provider of cutting edge 3D middleware and a Tools & Middleware provider for PlayStation®4 from Sony Computer Entertainment Inc., announces today that game developers for PlayStation®4 will be able to access the full power of ...
Here is a movie that shows the hair we worked on in Tomb Raider:
We helped AMD / Crystal Dynamics with the hair for Lara (http://blogs.amd.com/play/tressfx/):
We are super excited about working with the PS4 as a middleware and tools developer for Sony: http://blog.us.playstation.com/2013/02/20/playstation-meeting-2013-the-future-of-gaming-is-here-with-playstation-4/
A more technical article on Blackfoot Blade: Implementing Touch and Sensors
We are on the INTEL Software Adrenaline page: Confetti Celebrates Ultrabook™ Device Release of Blackfoot Blade*
For DirectX 11 compatible platforms, we re-wrote PixelPuzzle with DirectCompute. Depending on the platform, this can give an astonishingly high speed-up. We also added a new "shaped" Bokeh. You have round, quad and other shapes. Screenshots will be posted soon ...
Blackfoot Blade was developed in the last 3 1/2 months in collaboration with Intel to run best on the new generation of Ultrabooks, launched on October 26th, 2012. It supports the new touch screen and tilt-sensor capabilities of this new hardware class. We would like to invite you ...
Wolfgang wrote a blog entry for INTEL on DirectCompute running on DirectX 10.x hardware. http://software.intel.com/en-us/articles/microsoft-directcompute-on-the-2nd-generation-intel-core-processor/ Let us know what you think.
We were interviewed on GDC. I like Gabe Newell's hat :-) http://software.intel.com/en-us/videos/channel/visual-computing/game-developers-discuss-ivy-bridge-directx11-support-at-gdc-2012/1622190917001
This is an old demo from the Korean Game Developer Conference 2010. We showed this off during our talk: Many Area Lights / Screen-Space Soft ShadowsMany Area Lights / Screen-Space Soft Shadows
Wolfgang wrote a blog entry for INTEL on DirectCompute running on Ivy Bridge http://software.intel.com/en-us/articles/microsoft-directcompute-on-intel-ivy-bridge-processor-graphics/ Let us know what you think.
Here are the slides covering the Dynamic Global Illumination system http://www.conffx.com/GI.pptx
GDC was a blast ... thanks for stopping by at our booth. The Dynamic Global Illumination demo was a hit. It is good to see people getting excited about the stuff you worked on for years :-) The fact that we can simulate the bouncing of light between characters is ...
We will have two talks at GDC on our "Dynamic Global Illumination System" in the INTEL Theater on Wednesday 7th at 2:30pm and Thursday at 12 pm ... come by and say hi!
Confetti will have three demos running on a PC on the booth: 1. RawK III that shows our latest version of our Global Illumination middleware, PostFX pipeline and Particle system 2. SpeedTree - we teamed up with SpeedTree and integrated our Skydome middleware into their demo 3. Sponza that demos our Global ...
GDC is right around the corner. We will have a booth on the expo floor. Please come by and check out our demos. We will also have a talk in the INTEL theater on "Dynamic Global Illumination". Stay tuned for the date and time.
KGC 2011 was a blast. We showed off our new Dynamic Global Illumination System demo "RawK II" with dozens of lights with shadows attached and all with one bounce diffuse and specular global illumination. We also showed of the latest code drop of the Dynamic Skydome system ... Stay tuned ...
We are going to show off our new Global Illumination System next week on KGC. This system is fully dynamic, works with static and dynamic objects like animated characters, does not require any pre-process data (game objects are destructible, 24 hour cycle possible, streaming not an issue) and works on ...
Wolfgang started to write a series of three articles on AltDevBlogADay on how to design graphics sub-systems. So far there are two articles: Screen-Space: Rules for Designing Graphics Sub-systems (Part I) No Look-up Tables: Rules for Designing Graphics Sub-systems (Part II) The third article "Even Error Distribution (Part III)" will be ...
Wolfgang here: FMX was great! Had a great audience with good questions. I talked in more detail on Deferred Lighting, Ellipsoidal Shadow Maps and the Screen-Space Skin Subsurface Scattering model we use. Please find below the download link to our presentation: http://www.conffx.com/LightNShadows.zip It is about 8.5Mb.
Wolfgang will talk on "RawK Demo Next-Gen Techniques on Intel's Sandy Bridge" on FMX in Stuttgart next week. Come by and say hi.
In the RawK demo we used EmotionFX 3 for character animation. The reason why we picked this package was that we wanted to have support on PC, iPhone and in the future Android with the same API (we also support XBOX 360 and other platforms in our engine, but that ...
I wrote three blog entries for AltDevBlogADay so far. The first one is about the shadow system we implemented in RawK: http://altdevblogaday.org/2011/02/28/shadows-thoughts-on-ellipsoid-light-shadow-rendering/ The second is about my UCSD class: http://altdevblogaday.org/2011/03/15/thoughts-on-the-knowledge-of-an-up-to-date-graphics-programmer/ and the third one is about the interview process: http://altdevblogaday.org/2011/03/29/thoughts-on-the-interview-process-in-the-game-industry/
GDC was a blast this year. We were showing off the Sandy Bridge demo on the Intel booth and -by coincidence- manyof the techniques we picked to showcase were also in the Unreal Engine 3 demo ... the Unreal Engine 3 demo was running on 3 next-gen unreleased GPUs while ...