Tag Archives: PlayStation 4

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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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 It was a presentation with tons of new, unpublished content and details about our: Global Illumination solution – full description of baking process, storing data in 2D textures and runtime application Temporal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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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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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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