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Monthly Archives: March 2014
GCN – two ways of latency hiding and wave occupancy
I wanted to do another follow-up post to my GDC presentation, you can grab its slides here. I talked for quite long about shader occupancy concept, which is extremely important and allows to do some memory latency hiding. The question … Continue reading
Posted in Code / Graphics
Tagged assembler, GCN, GDC, GDC 2014, graphics, graphics programming, PlayStation 4, programming, Sony, Xbox One
11 Comments
GDC follow-up: Screenspace reflections filtering and up-sampling
After GDC I’ve had some great questions and discussions about techniques we’ve used to filter and upsample the screenspace reflections to avoid flickering and edge artifacts. Special thanks here go to Angelo Pesce, who convinced me that our variation of … Continue reading
Posted in Code / Graphics
2 Comments
Temporal supersampling and antialiasing
Aliasing problem Before I address temporal supersampling, just a quick reminder on what aliasing is. Aliasing is a problem that is very well defined in signal theory. According to the general sampling theorem we need to have our signal spectrum … Continue reading
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