blog.selfshadow.com
Overdraw in Overdrive - Self Shadow
http://blog.selfshadow.com/publications/overdraw-in-overdrive
This is a tweaked version of a journal entry for the Microsoft Game Developer Network, that’s been cleansed of any non-public Xbox 360 specifics. If you’re a registered developer, I encourage you to check out the uncut edition available there, for full implementation details. One indispensable display mode is. Figures 1 shows the isolated depth complexity and overdraw, respectively, of a couple of characters within a scene. The right-hand image is rather unexciting, as only a single layer of drawing ...
colinbarrebrisebois.com
Batman: Arkham Origins – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/batman-arkham-origins
In search of the perfect pixel. Category: Batman: Arkham Origins. Deformable Snow and DirectX 11 in Batman: Arkham Origins. It’s been a while, but I finally found some time for a quick post to regroup the presentations I’ve done this year at the Game Developers Conference (GDC) and NVIDIA’s GPU Technology Conference (GTC). These presentations showcase and explain some of the features developed for Batman: Arkham Origins. August 16, 2014. July 5, 2016. Posted in Batman: Arkham Origins. RT @ aras p.
colinbarrebrisebois.com
Battlefield 3 – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/battlefield-3
In search of the perfect pixel. Approximating Translucency Revisited – With “Simplified” Spherical Gaussian Exponentiation. Lately, someone at work has pointed out the approximation of translucency Marc Bouchard. And I developed back at EA [1], which ended up in DICE’s Frostbite engine. The Battlefield 3 Engine. Rding implementing the technique and generating the inverted ambient-occlusion/thickness map. See the references for additional links. April 9, 2012. July 5, 2016. Posted in Battlefield 3. For th...
colinbarrebrisebois.com
Uncategorized – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/uncategorized
In search of the perfect pixel. It seems we can’t find what you’re looking for. Perhaps searching can help. Hi, my name is Colin Barré-Brisebois. This is my personal blog about real-time rendering and video-game development. These are my ramblings, not my employer's :). Stephen Hill (self shadow). RT @ aras p. How do you decide what to work on? Is so, so, SOOOO true. jvns.ca/blog/2016/08/1. Vous êtes en feu Mr.Tobias ;) 4 days ago. Hey Sweden, that's a lot of NaNs. ;) https:/ t.co/K0CZXOkuBc.
colinbarrebrisebois.com
Normal Map Blending – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/normal-map-blending
In search of the perfect pixel. Category: Normal Map Blending. What is the best way to blend two normal maps together? Why can’t I just add two normal maps together in Photoshop? I heard that t. O combine two normals together, you need to add the positive components and subtract the negative components, then renormalize. Looks right to me…. Why shouldn’t I be using Overlay (or a series of Photoshop blend modes) to blend normal maps together? Written together with Stephen Hill. July 17, 2012. July 5, 2016.
colinbarrebrisebois.com
Reoriented Normal Mapping – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/category/reoriented-normal-mapping
In search of the perfect pixel. Category: Reoriented Normal Mapping. What is the best way to blend two normal maps together? Why can’t I just add two normal maps together in Photoshop? I heard that t. O combine two normals together, you need to add the positive components and subtract the negative components, then renormalize. Looks right to me…. Why shouldn’t I be using Overlay (or a series of Photoshop blend modes) to blend normal maps together? Written together with Stephen Hill. July 17, 2012. Follow...
colinbarrebrisebois.com
Blending Normal Maps? – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/2012/07/17/blending-normal-maps
In search of the perfect pixel. What is the best way to blend two normal maps together? Why can’t I just add two normal maps together in Photoshop? I heard that t. O combine two normals together, you need to add the positive components and subtract the negative components, then renormalize. Looks right to me…. Why shouldn’t I be using Overlay (or a series of Photoshop blend modes) to blend normal maps together? Written together with Stephen Hill. On the topic of blending normal maps. And a real-time demo.
colinbarrebrisebois.com
Deformable Snow and DirectX 11 in Batman: Arkham Origins – ZigguratVertigo's Hideout
https://colinbarrebrisebois.com/2014/08/16/deformable-snow-and-directx-11-in-batman-arkham-origins
In search of the perfect pixel. Deformable Snow and DirectX 11 in Batman: Arkham Origins. It’s been a while, but I finally found some time for a quick post to regroup the presentations I’ve done this year at the Game Developers Conference (GDC) and NVIDIA’s GPU Technology Conference (GTC). These presentations showcase and explain some of the features developed for Batman: Arkham Origins. You will find below a quick description of the talks, as well as a link to slides and accompanying video. July 5, 2016.
seblagarde.wordpress.com
DONTNOD specular and glossiness chart | Sébastien Lagarde
https://seblagarde.wordpress.com/2012/04/30/dontnod-specular-and-glossiness-chart
Random thoughts about graphics in game. All posts and recent updates. Use All posts and recent updates in the Menu to natigate this blog. Relationship between Phong and Blinn lighting model. Spherical Gaussian approximation for Blinn-Phong, Phong and Fresnel →. DONTNOD specular and glossiness chart. April 30, 2012. With permission of my company : Dontnod entertainmen. T http:/ www.dont-nod.com/. Edit: There is a more recent version of this chart for UE4 here. Caution : The full resolution version of the ...
blog.selfshadow.com
Blog Archive - Self Shadow
http://blog.selfshadow.com/archives
Physically Based Shading at SIGGRAPH 2014. Righting Wrap (Part 2). Righting Wrap (Part 1). Specular Showdown in the Wild West. Physically Based Shading at SIGGRAPH 2014.