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 ...
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.
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 ...
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 ...
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.
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/
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 ...
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 ...
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 ...
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 ...
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 ...