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Recent Posts
- Gradient-descent optimized recursive filters for deconvolution / deblurring September 5, 2022
- Progressive image stippling and greedy blue noise importance sampling August 31, 2022
- Removing blur from images – deconvolution and using optimized simple filters May 26, 2022
- Transforming “noise” and random variables through non-linearities March 16, 2022
- Fast, GPU friendly, antialiasing downsampling filter March 7, 2022
Categories
Tag Archives: pipeline
Why are video games graphics (still) a challenge? Productionizing rendering algorithms
Intro This post will cover challenges and aspects of production to consider when creating new rendering / graphics techniques and algorithms – especially in the context of applied research for real time rendering. I will base this on my personal … Continue reading
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
Posted in Code / Graphics
Tagged debugging, editor, pipeline, programming, the witcher 2: assassins of kings, tools, witcher 2
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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
Posted in Code / Graphics
Tagged 3d software, 3ds max, blender, graphics, maya, photoshop, pipeline, technical art, tools
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