Category Archives: Code / Graphics

Technical debt… or technical weight?

Introduction Whole idea for this post came from a very inspiring conversation with my friends and ex-colleagues from Ubisoft that we had over a dinner few months ago. We started to talk about some sophisticated code algorithm – an algorithm … Continue reading

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White balance and physically based rendering pipelines. Part 2 – practical problems.

White balance and lighting conditions After this long introduction (be sure to check part one if you haven’t!), we can finally go to the problem that started whole idea for this post (as in my opinion it is unsolved problem – … Continue reading

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White balance and physically based rendering pipelines. Part 1 – introduction.

This is part one of the whole article. Part two is here. In this two posts (started as one, but I had to split it to make it more… digestible) I’m going to talk a bit about the white balance. First … Continue reading

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Fixing screen-space deferred decals

Screen-space deferred decals are a very popular technique. There were so many presentations and blog posts about it that I will just list couple of them (just a first google search results page to be honest…) in no particular order: … Continue reading

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Anamorphic lens flares and visual effects

Introduction There are no visual effects that are more controversial than various lens and sensor effects. Lens flares, bloom, dirty lens, chromatic aberrations… All of those have their lovers and haters. Couple years ago many games used cheap pseudo HDR effect … Continue reading

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Designing a next-generation post-effects pipeline

Hey, it’s been a while since my last post. Today I will focus on topic of post-effects. Specifically, I wanted to talk about next-gen post process pipeline and redesign I worked on while being a part of Far Cry 4 rendering team. … Continue reading

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CSharpRenderer Framework update

In couple days I’m saying goodbye to my big desktop PC for several next weeks (relocation), so time to commit some stuff to my CSharpRenderer GitHub repository that was waiting for it for way too long. 🙂 Startup time optimizations … Continue reading

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Review: “Multithreading for Visual Effects”, CRC Press 2014

Today I wrote a short review about a book I bought and read recently – “Multithreading for Visual Effects” published by CRC Press 2014 and including articles by Martin Watt, Erwin Coumans, George ElKoura, Ronald Henderson, Manuel Kraemer, Jeff Lait, James Reinders. … Continue reading

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Python as scientific toolbox – 8 months later

I started this blog with a simple post about my attempts to find free Mathematica replacement tool for general scientific computing with focus on graphics. At that time I recommended scientific Python and WinPython environment. Many months have passed, I … Continue reading

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New debugging options in CSharpRenderer framework

Hi, minor update to my C#/.NET graphics rendering framework / playground got just submitted to GitHub. I implemented following new features: Surface debugging snapshots One of commentators asked me how to easily display for debug SSAO buffer – I had no easy … Continue reading

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Updated Poisson-like generator with GUI and more

Just a super short note: I updated my simple rendering-oriented Poisson-like pattern generator with: Very simple GUI made in PyQt to make experimenting easier. Option to do rotating disk (with minimizing rotated point distance) for things like Poisson bokeh / … Continue reading

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Major C#/.NET graphics framework update + volumetric fog code!

As I already promised too many times, here comes major CSharpRenderer framework update! As always, all code available on GitHub. Note that the goal is still the same – not to write most beautiful or fast code, but to provide a … Continue reading

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Siggraph 2014 talk slides are up!

As promised during my talk, I have just added Siggraph 2014 Advances in the Real-Time rendering slides, check them out at my Publications page. Some extra future ideas I didn’t manage to cover in time are in bonus slides section, … Continue reading

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Poisson disk/square sampling generator for rendering

I have just submitted onto GitHub small new script – Poisson-like distribution sampling generator suited for various typical rendering scenarios. Unlike other small generators available it supports many sampling patterns – disk, disk with a central tap, square, repeating grid. It … Continue reading

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Hair rendering trick(s)

I didn’t really plan to write this post as I’m quite busy preparing for Siggraph and enjoying awesome Montreal summer, but after 3 similar discussion with friends developers I realized that the simple hair rendering trick I used during the … Continue reading

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C#/.NET graphics framework on GitHub + updates

As I promised I posted my C#/.NET graphics framework (more about it and motivation behind it here) on GitHub:  This is my first GitHub submit ever and my first experience with Git, so there is possibility I didn’t do something properly … Continue reading

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Runtime editor-console connection in The Witcher 2

During Digital Dragons and tons of inspiring talks and discussions I’ve been asked by one Polish game developer (he and his team are doing quite cool early-access Steam economy/strategy game about space exploration programmes that you can check out here) to … Continue reading

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Digital Dragons 2014 slides

This Friday I gave a talk on Digital Dragons 2014. It was a presentation with tons of new, unpublished content and details about our: Global Illumination solution – full description of baking process, storing data in 2D textures and runtime application Temporal … Continue reading

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Temporal supersampling pt. 2 – SSAO demonstration

This weekend I’ve been working on my Digital Dragons 2014 presentation (a great Polish game developers conference I was invited to – if you will be somewhere around central Europe early May be sure to check it out) and finally got … Continue reading

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C#/.NET graphics framework

In my previous post about bokeh I promised that I will write a bit more about my simple C# graphics framework I use at home for prototyping various DX11 graphics effects. You can download its early version with demonstration of bokeh … Continue reading

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