Category Archives: Code / Graphics

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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Bokeh depth of field – going insane! part 1

Recently I was working on console version depth of field suitable for gameplay – so simple, high quality effect, running with a decent performance on all target platforms and not eating big percent of budget. There are tons of publications about … Continue reading

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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

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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

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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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My upcoming GDC 2014 presentation

Ok, so GDC 2014 is coming up next week, are you excited? Because I am. 🙂  Thanks to the GDC Committee I will be giving a talk this year http://schedule.gdconf.com/session-id/826051 named “Assassin’s Creed IV – Road to Next-Gen Graphics”. As … Continue reading

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Why big game studios (usually) use single main 3d software environment?

Couple days ago a friend from smaller gamedev company asked me very interesting question – why while smaller companies allow freelancers some freedom choosing 3d software, big and AAA companies usually force people to learn and use one 3d environment? … Continue reading

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Compare it!

Cpt. Obvious I have some mixed feelings about the blog post I’m about to write. On the one hand, it is something obvious and rudimentary in graphics workflows, lots of graphics blogs use such techniques, but on the other hand, … Continue reading

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The future of screenspace reflections

Introduction The technique was first mentioned by Crytek among some of their improvements (like screenspace raytraced shadows) in their DirectX 11 game update for Crysis 2 [1] and then was mentioned in couple of their presentations, articles and talks. In … Continue reading

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On pursuit of (good) free mathematics toolbox

Introduction Mathematics are essential part of (almost?) any game programmers work. It was always especially important in work of graphics programmers – all this lovely linear algebra and analytic geometry! – but with more powerful hardware and more advanced GPU … Continue reading

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