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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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
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PostFX – The Nx-Gen Approach

Tuesday, July 29,2008
More than three years ago I wrote a PostFX pipeline (with a large number of effects) that I constantly improved up until the beginning of last year (www.coretechniques.info .. look for the outline of algorithms in the PostFX talk from 2007). Now it shipped in a couple of games. ...
This post is in: General GPU Programming, PostFX
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