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I'm Steven Tovey, currently a Principal Programmer in the Sony Computer Entertainment World Wide Studios Advanced Technology Group where I work on Graphics Performance and Debugging Tools for PlayStation4 and also wrote some of the rendering API for PlayStation Vita. I'm credited on a bunch of titles, which are listed here. Regularly, I very much hope that you enjoy my blog! The opinions contained herein are those of me. I do not represent SCEEL, Bizarre Creations, Activision Blizzard or anyone else.

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I'm Steven Tovey, currently a Principal Programmer in the Sony Computer Entertainment World Wide Studios Advanced Technology Group where I work on Graphics Performance and Debugging Tools for PlayStation4 and also wrote some of the rendering API for PlayStation Vita. I'm credited on a bunch of titles, which are listed here. Regularly, I very much hope that you enjoy my blog! The opinions contained herein are those of me. I do not represent SCEEL, Bizarre Creations, Activision Blizzard or anyone else.
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Spuify | spuify.co.uk Reviews

https://spuify.co.uk

I'm Steven Tovey, currently a Principal Programmer in the Sony Computer Entertainment World Wide Studios Advanced Technology Group where I work on Graphics Performance and Debugging Tools for PlayStation4 and also wrote some of the rendering API for PlayStation Vita. I'm credited on a bunch of titles, which are listed here. Regularly, I very much hope that you enjoy my blog! The opinions contained herein are those of me. I do not represent SCEEL, Bizarre Creations, Activision Blizzard or anyone else.

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blog.stevemcauley.com blog.stevemcauley.com

lighting « Steve McAuley

http://blog.stevemcauley.com/tag/lighting

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt. And I g...

blog.stevemcauley.com blog.stevemcauley.com

conserving « Steve McAuley

http://blog.stevemcauley.com/tag/conserving

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

physically « Steve McAuley

http://blog.stevemcauley.com/tag/physically

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

Extension to Energy-Conserving Wrapped Diffuse « Steve McAuley

http://blog.stevemcauley.com/2013/01/30/extension-to-energy-conserving-wrapped-diffuse

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

Rendering « Steve McAuley

http://blog.stevemcauley.com/category/rendering

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

Games « Steve McAuley

http://blog.stevemcauley.com/games

Computer graphics in the real world. November 12th, 2011 Posted in. Nov, 12 2011. Comments Off on Games. Far Cry 3, Ubisoft. James Bond 007: Blood Stone, 2010, Activision ( Xbox 360. Blur, 2010, Activision ( Xbox 360. The Club, 2008, SEGA ( Xbox 360. PGR4, 2007, Microsoft ( Xbox 360. Boom Boom Rocket, 2007, EA ( Xbox Live Arcade. ProSlate Theme by Pro WP Themes.

blog.stevemcauley.com blog.stevemcauley.com

materials « Steve McAuley

http://blog.stevemcauley.com/tag/materials

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt.

blog.stevemcauley.com blog.stevemcauley.com

diffuse « Steve McAuley

http://blog.stevemcauley.com/tag/diffuse

Computer graphics in the real world. Extension to Energy-Conserving Wrapped Diffuse. January 30th, 2013 Posted in Rendering. Jan, 30 2013. A while ago, I wrote a blog post on energy-conserving wrapped diffuse lighting [1], noting that following standard formula ended up adding a lot of energy:. Instead, we should normalise and use this instead, preventing a sudden surge in energy whenever we decide to wrap:. However, Jorge Jimenez. Whereas Valve’s original model fixed. Once Jorge had made the suggestion ...

blog.stevemcauley.com blog.stevemcauley.com

Talks « Steve McAuley

http://blog.stevemcauley.com/category/talks

Computer graphics in the real world. Calibrating Lighting and Materials in Far Cry 3. September 9th, 2012 Posted in Calibration. Sep, 09 2012. This year at SIGGRAPH, Stephen Hill and I organised the Practical Physically Based Shading in Film and Game Production. I really couldn’t believe how full the room was, and I hope you learned a lot. If you haven’t found your way there by now, check out all the materials on the course web page. Calibrating Lighting and Materials in Far Cry 3. Slides, ( ppt. There&#...

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Spuify

I'm Steven Tovey, currently a Principal Programmer in the Sony Computer Entertainment World Wide Studios Advanced Technology Group where I work on Graphics Performance and Debugging Tools for PlayStation4 and also wrote some of the rendering API for PlayStation Vita. I'm credited on a bunch of titles, which are listed here. Regularly, I very much hope that you enjoy my blog! The opinions contained herein are those of me. I do not represent SCEEL, Bizarre Creations, Activision Blizzard or anyone else.

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