Blackfoot Blade at GDC 2013

Monday, April 08,2013
We were showing Blackfoot Blade on GDC 2013 in San Francisco at the Intel booth. Here is a video:...
This post is in: Confetti, D3D11, Deferred Lighting, General GPU Programming, Geometry Manipulations
no comments

GDC 2013

Monday, April 01,2013
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 ...
This post is in: Confetti, D3D11, Deferred Lighting, DirectCompute, Edge Detection, General GPU Programming, Geometry Manipulations, Global Illumination, Handheld Development
no comments

Confetti offers Middleware for Sony Computer Entertainment’s PlayStation®4

Sunday, March 10,2013
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 ...
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, DirectCompute, General GPU Programming, Geometry Manipulations, Global Illumination, Hardware Tesselation, Order-Independent Transparency, Particle System, PostFX, PS3, PS4
no comments

tressFX – Lara Croft’s Hair / Tomb Raider

Tuesday, February 26,2013
We helped AMD / Crystal Dynamics with the hair for Lara (http://blogs.amd.com/play/tressfx/):
This post is in: Confetti, D3D11, Deferred Lighting, DirectCompute, Edge Detection, General GPU Programming, Geometry Manipulations
no comments

Sony Playstation 4 Support

Thursday, February 21,2013
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/
This post is in: Confetti, D3D11, Deferred Lighting, General GPU Programming, Global Illumination
no comments

Many Area Lights / Screen-Space Soft Shadows

Saturday, May 12,2012
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
This post is in: D3D10, D3D11, Deferred Lighting, Shadow Maps
no comments

Slides for Dynamic Global Illumination System

Thursday, March 15,2012
Here are the slides covering the Dynamic Global Illumination system http://www.conffx.com/GI.pptx
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, Global Illumination
Comments: 1

GDC

Wednesday, March 14,2012
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 ...
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, DirectCompute, GDC, General GPU Programming
no comments

GDC Talks

Sunday, March 04,2012
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!
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, DirectCompute, Edge Detection, GDC, General GPU Programming
no comments

GDC 2012 Part II

Friday, February 10,2012
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 ...
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, Global Illumination, GPU Pro
no comments

GDC 2012

Saturday, January 28,2012
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.
This post is in: Confetti, D3D11, Deferred Lighting, GDC, Global Illumination
no comments

KGC 2011

Monday, December 19,2011
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 ...
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, General GPU Programming, Global Illumination
no comments

RawK® – Graphics Demo for Sandy Bridge

Saturday, February 26,2011
RawK is a tech demo, tailored to Intel's Sandy Bridge chipset. We created this graphics demo in the last three months to show off the capabilities of Sandy Bridge. It shows off several next-gen features: Deferred Lighting Ellipsoidal Shadow Maps CPU / GPU MLAA PostFX Camera System Screen-Space Material System Here is the movie: Some ...
This post is in: Confetti, D3D10, Deferred Lighting, GDC, Global Illumination, Handheld Development, MSAA, Particle System, Shadow Maps
no comments

Global Illumination in the Game Industry Part I

Sunday, December 12,2010
The history of global illumination in games is rather short. At the beginning there were light mapping tools that were able to store radiosity data in a light map. The disadvantages of this kind of techniques are - hard to mimic a 24 hour cycle - storing those light or radiosity maps on ...
This post is in: D3D10, D3D11, Deferred Lighting, Global Illumination, Uncategorized
Comments: 9

UCSD CSE 190 GPU Programming

Thursday, December 09,2010
I will teach another GPU Programming class at UCSD. Here is the course description: Course Objectives: This course will cover techniques on how to implement real-time 3D graphics techniques in an efficient way on the Graphics Processing Unit (GPU). Course Description: This course focuses on algorithms and approaches for programming a GPU, including vertex, hull, tesselator, ...
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, General GPU Programming, Global Illumination, MSAA, Shadow Maps
Comments: 6

SIGGRAPH 2010 Skin Rendering / Crysis 2 techniques

Saturday, October 16,2010
Although I didn't have time to go into any session on SIGGRAPH I was there doing lots of business related meetings. So I am catching up with talks by going through papers when time allows. There were two papers that caught my attention as especially game development related. John Hable ...
This post is in: Confetti, Deferred Lighting, Edge Detection, General GPU Programming, MSAA
no comments

Paris Master Class

Monday, May 24,2010
I am going to teach a Paris Master Class this year on June 24th and June 25th. The topics covered will be - Deferred Lighting, Z Pre-Pass Renderer, Deferred Shading - Programmable MSAA - Post-Effect Pipeline - Shadows (Cascaded Shadow Maps, Soft Shadows, Point Light Soft Shadows) - GPU Particle System - Global Illumination (Screen-Space, Reflective ...
This post is in: D3D10, D3D11, Deferred Lighting, Edge Detection, General GPU Programming, Global Illumination, Handheld Development, iPhone iPod Touch iPad Programming, MSAA, Order-Independent Transparency, Particle System, PostFX, Shadow Maps
Comments: 3

Oolong Engine, Confetti, Light Pre-Pass on SPU, GPU Pro, Order-Independent Transparency

Monday, May 10,2010
A lot of smaller things happened in the last months. Oolong Engine got an iPad update and many bugfixes: Oolong Engine Confetti Special Effects posted a couple of screenshots of several projects we are working on. So far we are showing of particle collisions, a next-gen dynamic skydome system with god ...
This post is in: Confetti, D3D11, Deferred Lighting, Global Illumination, GPU Pro, iPhone iPod Touch iPad Programming, Order-Independent Transparency, Particle System, PS3
Comments: 1

Edge Detection Trick

Saturday, March 20,2010
Benualdo posted in the Light Pre-Pass Thread a cool trick on how to detect edges to run a per-sample shader for MSAA (just in case centroid sampling doesn't work for you). Here it is: ---------- another stupid trick for edge detection pass on platforms that support sampling the MSAA surface with linear ...
This post is in: Deferred Lighting, Edge Detection, MSAA
Comments: 13

River of Lights II

Friday, October 23,2009
More work-in-progress shots. ...
This post is in: Deferred Lighting
Comments: 1

River of Lights

Wednesday, September 30,2009
Work in progress shot here. More than 8000 lights attached to particles in this hallway.Resolution is 1280x720 and the GPU still runs with 158 frames per second. The whole level has ...
This post is in: Deferred Lighting
no comments

MSAA on the PS3 with Light Pre-Pass on the SPU

Friday, July 03,2009
In the previous "MSAA on the PS3" thread Matt Swoboda jumped in and mentioned that they implemented MSAA on the SPU in the Phyre Engine. I knew that they implemented the Light Pre-Pass on the SPU but I completely forgot that they also had a solution to do MSAA on ...
This post is in: Deferred Lighting, MSAA, PS3
no comments

MSAA on the PS3 with Deferred Lighting / Shading / Light Pre-Pass

Wednesday, June 17,2009
The Killzone 2 team came up with an interesting way to use MSAA on the PS3. You can find it on page 39 of the following slides: http://www.dimension3.sk/mambo/Articles/Deferred-Rendering-In-Killzone/View-category.php What they do is read both samples in the multisampled render target, do the lighting calculations for both of them ...
This post is in: Deferred Lighting, Edge Detection, MSAA, PS3
no comments

Multisample Anti-Aliasing

Saturday, June 13,2009
Utilizing the Multisample Anti-Aliasing (MSAA) functionality of graphics hardware for deferred lighting can be challenging. Nicolas Thibieroz wrote an excellent article about MSAA published in ShaderX7 with the title "Deferred Shading with Multisampling Anti-Aliasing in DirectX10". The following figure from the ShaderX7 article shows how MSAA works:...
This post is in: D3D10, Deferred Lighting, MSAA
Comments: 2

Deferred Lighting / Particle System

Saturday, May 23,2009
Here is a shot of a GPU based particle system with lights attached to each particle. I used Emil Persson's example Deferred Shading program as a basis to implement a Light Pre-Pass renderer with 4k lights and 4k particles. It runs fairly well on a GeForce 9600 GT here:...
This post is in: Deferred Lighting, Particle System
no comments

Light Pre-Pass: Knee-Deep

Monday, May 18,2009
Several companies adopted the Light Pre-Pass idea, modified it or came up with similar ideas:
Crytek: they call it Deferred lighting contrary to Deferred shading. The technique is mentioned in the new Cry Engine 3 presentation here Garagegames in their new Torque 3D engine currently in beta. Read the article from ...
This post is in: Deferred Lighting
Comments: 2

Light Pre-Pass: More Blood

Sunday, September 28,2008
I spent some more time with the Light Pre-Pass renderer. Here are my assumptions: N.H^n = (N.L * N.H^n * Att) / (N.L * Att) This division happens in the forward rendering path. The light source has its own shininess value in there == the power n ...
This post is in: Deferred Lighting
no comments

Calculating Screen-Space Texture Coordinates for the 2D Projection of a Volume

Tuesday, September 09,2008
Calculating screen space texture coordinates for the 2D projection of a volume is more complicated than for an already transformed full-screen quad. Here is a step-by-step approach on how to achieve this: 1. Transforming position into projection space is done in the vertex shader by multiplying the concatenated World-View-Projection matrix. 2. ...
This post is in: Deferred Lighting, General GPU Programming, Mathematics
Comments: 2

Light Pre-Pass – First Blood :-)

Tuesday, July 29,2008
I was looking for a simple way to deal with different specular values coming from different materials. It seems that one of the most obvious ways is the most efficient way to deal with this. If you are used to start with a math equation first -as I do- it ...
This post is in: Deferred Lighting
no comments

UCSD Talk on Light Pre-Pass Renderer

Wednesday, May 28,2008
So the Light Pre-Pass renderer had its first public performance :-) ... I talked yesterday at UCSD about this new renderer design. There will be a ShaderX7 article as well. Pat Wilson from Garagegames is sharing his findings with me. He came up with an interesting way to store LUV colors. Renaldas ...
This post is in: Deferred Lighting
no comments

Light Pre-Pass Renderer

Monday, March 17,2008
In June last year I had an idea for a new rendering design. I call it light pre-pass renderer. The idea is to fill up a Z buffer first and also store normals in a render target. This is like a G-Buffer with normals and Z values ... so compared to ...
This post is in: Deferred Lighting
Comments: 13