-
Recent Posts
- How I use ChatGPT daily (scientist/coder perspective) January 22, 2024
- Praising hacking and low-tech solutions. ChatGPT wrote me a personal Javascript browser “plugin.” September 17, 2023
- I left Silicon Valley for NYC 2.5y ago – a retrospective September 4, 2023
- Gradient-descent optimized recursive filters for deconvolution / deblurring September 5, 2022
- Progressive image stippling and greedy blue noise importance sampling August 31, 2022
Categories
-
Recent Posts
- How I use ChatGPT daily (scientist/coder perspective) January 22, 2024
- Praising hacking and low-tech solutions. ChatGPT wrote me a personal Javascript browser “plugin.” September 17, 2023
- I left Silicon Valley for NYC 2.5y ago – a retrospective September 4, 2023
- Gradient-descent optimized recursive filters for deconvolution / deblurring September 5, 2022
- Progressive image stippling and greedy blue noise importance sampling August 31, 2022
Archives
- January 2024 (1)
- September 2023 (2)
- September 2022 (1)
- August 2022 (1)
- May 2022 (1)
- March 2022 (2)
- February 2022 (2)
- January 2022 (2)
- November 2021 (1)
- October 2021 (2)
- July 2021 (2)
- June 2021 (1)
- May 2021 (1)
- April 2021 (1)
- February 2021 (2)
- January 2021 (2)
- December 2020 (1)
- August 2020 (1)
- May 2020 (1)
- April 2020 (2)
- March 2020 (1)
- February 2020 (1)
- January 2020 (1)
- September 2019 (1)
- August 2019 (1)
- May 2018 (1)
- October 2017 (1)
- August 2017 (1)
- April 2017 (2)
- October 2016 (4)
- September 2016 (2)
- August 2016 (1)
- June 2016 (1)
- October 2015 (2)
- March 2015 (2)
- February 2015 (1)
- December 2014 (1)
- October 2014 (1)
- September 2014 (4)
- August 2014 (4)
- July 2014 (2)
- June 2014 (2)
- May 2014 (2)
- April 2014 (3)
- March 2014 (4)
- February 2014 (2)
- January 2014 (3)
Categories
Tag Archives: graphics
Localized tonemapping – is global exposure and global tonemapping operator enough for video games?
In this blog post, I wanted to address something that I was thinking about for many years – since starting working on rendering in video games and with HDR workflows and having experience with various photographic techniques. For the title … Continue reading
Posted in Code / Graphics, Travel / Photography
Tagged exposure, film, God of War, graphics, graphics programming, photography, photos, postprocessing, tonemapping
19 Comments
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
Posted in Code / Graphics, Travel / Photography
Tagged assassin's creed, color management, graphics, graphics programming, IBL, ideas, image based lighting, panoramas, PBR, photogrammetry, photography, physically-based shading, srgb, the witcher 2: assassins of kings, white balance, witcher 2
7 Comments
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
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
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
Posted in Code / Graphics
Tagged algorithms, anamorphic, bokeh, C#, cinematography, depth of field, film, flares, graphics, graphics programming, history, lens, movies, photography, postprocessing, programming
16 Comments
Processing scanned/DSLR photos of film negatives in Lightroom
The topic I wanted to cover in this post is non-destructive workflow for “developing” photographed or scanned negatives – in this case B&W film. Why even bother about film? Because I still love analog photos as a hobby. 🙂 I wrote … Continue reading
Posted in Travel / Photography
Tagged 35mm, adobe, analog, film, graphics, Lightroom, medium format, photography, photoshop, scanning, Voigtlander
5 Comments
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
Posted in Code / Graphics
Tagged 1080p, algorithms, bokeh, depth of field, far cry 4, graphics, graphics programming, photography, PlayStation 4, postprocessing, programming, tonemapping, Xbox One
6 Comments
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
Posted in Code / Graphics
Tagged .NET, C#, framework, graphics, graphics programming, postprocessing, programming, tools
15 Comments
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
Posted in Code / Graphics
Tagged .NET, C#, framework, github, graphics, graphics programming
4 Comments
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
Posted in Code / Graphics
Tagged .NET, algorithms, C#, graphics, graphics programming, postprocessing, supersampling, temporal, temporal supersampling
18 Comments
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
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
Posted in Code / Graphics
Tagged .NET, algorithms, antialiasing, C#, graphics, graphics programming
Leave a comment
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
Posted in Code / Graphics
Tagged assassin's creed, graphics, graphics programming, PlayStation 4, postprocessing, programming, Xbox One
2 Comments
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
Posted in Code / Graphics
Tagged .NET, C#, framework, graphics, graphics programming, programming, shaders
13 Comments
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
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
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
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
Posted in Code / Graphics
Tagged 3d software, 3ds max, blender, graphics, maya, photoshop, pipeline, technical art, tools
Leave a comment
You must be logged in to post a comment.