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
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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
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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 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
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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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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