Hair Rendering in Tomb Raider

Monday, April 29,2013
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
This post is in: D3D11, General GPU Programming, Geometry Manipulations
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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
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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
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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
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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
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EmotionFX

Wednesday, March 30,2011
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 ...
This post is in: Confetti, Geometry Manipulations, iPhone iPod Touch iPad Programming, PS3
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3D Supershape

Friday, May 01,2009
Over the last few years I was looking into the 3D Supershape formula described by Paul Bourke here and originally developed by Johan Gielis. I love the shape of the objects that are a result of those and therefore I always wanted to use it to create my own ...
This post is in: Geometry Manipulations
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Handling Scene Geometry

Sunday, January 04,2009
I recently bumped into a post by Roderic Vicaire on the www.gamedev.net forums. It is here. Obviously there is no generic solution to handle all scene geometry in the same way but depending on the game his naming conventions make a lot of sense (read "Scenegraphs say no" in Tom ...
This post is in: Geometry Manipulations
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