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Recent Posts
- Computing gradients on grids of pixels and voxels – forward, central, and… diagonal differences February 28, 2021
- Bilinear down/upsampling, aligning pixel grids, and that infamous GPU half pixel offset February 15, 2021
- Is this a branch? January 18, 2021
- Converting wavetables to Ableton Operator AMS waves January 5, 2021
- Why are video games graphics (still) a challenge? Productionizing rendering algorithms December 27, 2020
Categories
Tag Archives: next-gen
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 →
Posted in Code / Graphics
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Tagged algorithms, antialiasing, assassin's creed, graphics, graphics programming, next-gen, PlayStation 4, postprocessing, stochastic, supersampling, temporal, temporal supersampling, Xbox One
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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 →
Posted in Code / Graphics
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Tagged assassin's creed, GCN, GDC, GDC 2014, graphics, graphics programming, Microsoft, next-gen, PlayStation 4, Sony, Xbox One
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