More Blackfoot Blade Update

Thursday, February 14,2013
A more technical article on Blackfoot Blade: Implementing Touch and Sensors
This post is in: Uncategorized
no comments

Blackfoot Blade

Tuesday, February 12,2013
We are on the INTEL Software Adrenaline page: Confetti Celebrates Ultrabook™ Device Release of Blackfoot Blade*
This post is in: Uncategorized
no comments

PixelPuzzle – DirectCompute

Sunday, December 09,2012
For DirectX 11 compatible platforms, we re-wrote PixelPuzzle with DirectCompute. Depending on the platform, this can give an astonishingly high speed-up. We also added a new "shaped" Bokeh. You have round, quad and other shapes. Screenshots will be posted soon ...
This post is in: Uncategorized
no comments

DirectCompute on DirectX 10.x hardware

Friday, July 20,2012
Wolfgang wrote a blog entry for INTEL on DirectCompute running on DirectX 10.x hardware. http://software.intel.com/en-us/articles/microsoft-directcompute-on-the-2nd-generation-intel-core-processor/ Let us know what you think.
This post is in: Uncategorized
no comments

New Global Illumination System

Saturday, November 05,2011
We are going to show off our new Global Illumination System next week on KGC. This system is fully dynamic, works with static and dynamic objects like animated characters, does not require any pre-process data (game objects are destructible, 24 hour cycle possible, streaming not an issue) and works on ...
This post is in: Uncategorized
no comments

Confetti Publications

Sunday, July 03,2011
Wolfgang started to write a series of three articles on AltDevBlogADay on how to design graphics sub-systems. So far there are two articles: Screen-Space: Rules for Designing Graphics Sub-systems (Part I) No Look-up Tables: Rules for Designing Graphics Sub-systems (Part II) The third article "Even Error Distribution (Part III)" will be ...
This post is in: Uncategorized
no comments

Confetti on FMX in Stuttgart II

Friday, May 06,2011
Wolfgang here: FMX was great! Had a great audience with good questions. I talked in more detail on Deferred Lighting, Ellipsoidal Shadow Maps and the Screen-Space Skin Subsurface Scattering model we use. Please find below the download link to our presentation: http://www.conffx.com/LightNShadows.zip It is about 8.5Mb.
This post is in: Uncategorized
no comments

Confetti on FMX in Stuttgart

Friday, April 29,2011
Wolfgang will talk on "RawK Demo Next-Gen Techniques on Intel's Sandy Bridge" on FMX in Stuttgart next week. Come by and say hi.
This post is in: Uncategorized
no comments

altdevblogaday.org/

Wednesday, March 30,2011
I wrote three blog entries for AltDevBlogADay so far. The first one is about the shadow system we implemented in RawK: http://altdevblogaday.org/2011/02/28/shadows-thoughts-on-ellipsoid-light-shadow-rendering/ The second is about my UCSD class: http://altdevblogaday.org/2011/03/15/thoughts-on-the-knowledge-of-an-up-to-date-graphics-programmer/ and the third one is about the interview process: http://altdevblogaday.org/2011/03/29/thoughts-on-the-interview-process-in-the-game-industry/
This post is in: Uncategorized
no comments

GDC Wrap-up

Wednesday, March 23,2011
GDC was a blast this year. We were showing off the Sandy Bridge demo on the Intel booth and -by coincidence- manyof the techniques we picked to showcase were also in the Unreal Engine 3 demo ... the Unreal Engine 3 demo was running on 3 next-gen unreleased GPUs while ...
This post is in: Uncategorized
Comments: 1

RawK interview

Friday, March 18,2011
we gave an interview at GDC about the RawK demo: http://software.intel.com/en-us/videos/confetti-special-effects-demo-at-gdc-2011/
This post is in: Uncategorized
no comments

Confetti Demo Reel

Tuesday, February 22,2011
Here is a movie of a collection of graphics demos we did in the last 18 months: Those demos run on low-end graphics hardware.
This post is in: Uncategorized
Comments: 4

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

Link Section

Wednesday, October 27,2010
I am now moving all the links over from the dairyofgraphicsprogrammer website. Here is an update: Andy Firth did a great series on how to become a console programmer. Mike Acton's page is as usual highly recommended. Charles Bloom has a great comparison of image/movie compression methods. Ash Matheson has ...
This post is in: Uncategorized
no comments

Massive Point Light Screen-Space Soft Shadows

Tuesday, September 14,2010
Just showed off a demo running on my laptop with the new point light soft shadow algorithm on the Korean Game Developer Conference. You can see screenshots of 16, 32 and 64 soft shadows on the Confetti website at http://www.facebook.com/pages/Confetti-Special-Effects-Inc/159613387880?v=wall On a desktop machine you can go higher than this but ...
This post is in: Confetti, D3D10, D3D11, Shadow Maps, Uncategorized
no comments

SIGGRAPH 2010: Deferred Lighting / Deferred Shading

Thursday, August 05,2010
There was a presentation given at the Beyond Programmable Shading day on Deferred Shading. I believe the presenter wanted to compare Deferred Lighting with Deferred Shading. I couldn't attend the Beyond Programmable Shading day this year, so I was only looking at the slides. The interesting part was that Deferred Shading ...
This post is in: Uncategorized
Comments: 6