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
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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
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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, MSAA, Order-Independent Transparency, Particle System, PostFX, Shadow Maps, iPhone iPod Touch iPad Programming
Comments: 3

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

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
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