GDC 2012 Part II

Friday, February 10,2012
Confetti will have three demos running on a PC on the booth: 1. RawK III that shows our latest version of our Global Illumination middleware, PostFX pipeline and Particle system 2. SpeedTree - we teamed up with SpeedTree and integrated our Skydome middleware into their demo 3. Sponza that demos our Global ...
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, GPU Pro, Global Illumination
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GDC 2012

Saturday, January 28,2012
GDC is right around the corner. We will have a booth on the expo floor. Please come by and check out our demos. We will also have a talk in the INTEL theater on "Dynamic Global Illumination". Stay tuned for the date and time.
This post is in: Confetti, D3D11, Deferred Lighting, GDC, Global Illumination
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KGC 2011

Monday, December 19,2011
KGC 2011 was a blast. We showed off our new Dynamic Global Illumination System demo "RawK II" with dozens of lights with shadows attached and all with one bounce diffuse and specular global illumination. We also showed of the latest code drop of the Dynamic Skydome system ... Stay tuned ...
This post is in: Confetti, D3D10, D3D11, Deferred Lighting, General GPU Programming, Global Illumination
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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 ...
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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 ...
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