Tag Archives: programming

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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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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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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